Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
docking
omar 4 years ago
commit ddabfc3477

@ -9,11 +9,12 @@ RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/ FAQ https://www.dearimgui.org/faq/
WIKI https://github.com/ocornut/imgui/wiki
WHEN TO UPDATE? WHEN TO UPDATE?
- Keeping your copy of dear imgui updated once in a while is recommended. - Keeping your copy of Dear ImGui updated regularly is recommended.
- It is generally safe to sync to the latest commit in master. - It is generally safe to sync to the latest commit in master or docking branches
The library is fairly stable and regressions tends to be fixed fast when reported. The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE? HOW TO UPDATE?
@ -100,17 +101,21 @@ Other changes:
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.77 WIP (In Progress) VERSION 1.77 (Released 2020-06-29)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
Breaking Changes: Breaking Changes:
- Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please - Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
note that this is a Beta api and will likely be reworked to support multi-monitor multi-DPI. note that this is a Beta api and will likely be reworked in order to support multi-DPI accross
multiple monitors.
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). - Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor - Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
- Removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. Kept inline redirection function (will obsolete).
- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
Other Changes: Other Changes:
@ -119,20 +124,20 @@ Other Changes:
flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick). flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick - TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
or _OpenOnArrow would open the node. (#143) or _OpenOnArrow would open the node. (#143)
- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
Set to an intermediary value to toggle behavior based on width (same as Firefox).
- Tab: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
(vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups] - Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
- Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
- Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
- Set to an intermediary value to toggle behavior based on width (same as Firefox).
- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
(vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new - Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits. compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions - Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
to first test for the presence of another popup at the same level. to first test for the presence of another popup at the same level.
- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing - Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
for !IsAnyItemHovered() prior to doing an OpenPopup. for !IsAnyItemHovered() prior to doing an OpenPopup().
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(), - Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
allowing to check if any popup is open at the current level, if a given popup is open at any popup allowing to check if any popup is open at the current level, if a given popup is open at any popup
level, if any popup is open at all. level, if any popup is open at all.
@ -146,7 +151,7 @@ Other Changes:
Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)). Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
- Metrics: Added a "Settings" section with some details about persistent ini settings. - Metrics: Added a "Settings" section with some details about persistent ini settings.
- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to - Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207) [@rokups] BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when - Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups] drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
- Columns: Lower overhead on column switches and switching to background channel. - Columns: Lower overhead on column switches and switching to background channel.
@ -164,12 +169,12 @@ Other Changes:
a callback draw command would incorrectly override the callback draw command. a callback draw command would incorrectly override the callback draw command.
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would - ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would
generate an extra unrequired vertex. [@ShironekoBen] generate an extra unrequired vertex. [@ShironekoBen]
- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. - Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. - Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut] Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, - CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
Fixed a static contructor which led to this dependency on some compiler setups (unclear which). Fixed a static constructor which led to this dependency on some compiler setups.
- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) - Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) - Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends, - Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,

@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** | | **Q&A: Usage** |
| **[Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** | | **[How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-with-an-empty-label)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@ -173,7 +173,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
# Q&A: Usage # Q&A: Usage
### Q: Why are multiple widgets reacting when I interact with a single one? <br>Q: How can I have multiple widgets with the same label or with an empty label? ### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: Why are multiple widgets reacting when I interact with one?
A primer on labels and the ID Stack... A primer on labels and the ID Stack...
@ -295,11 +297,12 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
TreePop(); TreePop();
} }
``` ```
- When working with trees, ID are used to preserve the open/close state of each tree node.
When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID. Depending on your use cases you may want to use strings, indices or pointers as ID.
e.g. when following a single pointer that may change over time, using a static string as ID - e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change. will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the - e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation! node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index) ##### [Return to Index](#index)

@ -34,7 +34,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/child: border could be emitted in parent as well. - window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows. - window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
@ -111,7 +111,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack. - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner. - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items) - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97) - layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404) - layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items? - layout: more generic alignment state (left/right/centered) for single items?
@ -195,7 +195,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: explicit api (even if internal) to cleanly manipulate tab order. - tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702) - tabs: Mouse wheel over tab bar could scroll? (#2702)
- image/image button: misalignment on padded/bordered button? - image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390) - image button: not taking an explicit id can be problematic. (#2464, #1390)

@ -1,5 +1,5 @@
----------------------------------------------------------------------- -----------------------------------------------------------------------
dear imgui, v1.77 WIP dear imgui, v1.77
----------------------------------------------------------------------- -----------------------------------------------------------------------
examples/README.txt examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation) (This is the README file for the examples/ folder. See docs/ for more documentation)

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (main code and documentation) // (main code and documentation)
// Help: // Help:
@ -612,7 +612,10 @@ CODE
FREQUENTLY ASKED QUESTIONS (FAQ) FREQUENTLY ASKED QUESTIONS (FAQ)
================================ ================================
Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) Read all answers online:
https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
Read all answers locally (with a text editor or ideally a Markdown viewer):
docs/FAQ.md
Some answers are copied down here to facilitate searching in code. Some answers are copied down here to facilitate searching in code.
Q&A: Basics Q&A: Basics
@ -651,130 +654,15 @@ CODE
Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
>> See https://www.dearimgui.org/faq >> See https://www.dearimgui.org/faq
Q&A: Usage Q&A: Usage
---------- ----------
Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have widgets with an empty label?
Q: How can I have multiple widgets with the same label or with an empty label? Q: How can I have multiple widgets with the same label?
A: A primer on labels and the ID Stack... Q: Why are multiple widgets reacting when I interact with one?
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label:
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
two buttons labeled "OK" in different windows or different tree locations is fine.
We used "..." above to signify whatever was already pushed to the ID stack previously:
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
- If you have a same ID twice in the same location, you'll have a conflict:
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
- If you want to completely hide the label, but still need an ID:
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- You can stack multiple prefixes into the ID stack:
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
- When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I display an image? What is ImTextureID, how does it works?
>> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API) Q: How can I display custom shapes? (using low-level ImDrawList API)

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (headers) // (headers)
// Help: // Help:
@ -60,8 +60,8 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.77 WIP" #define IMGUI_VERSION "1.77"
#define IMGUI_VERSION_NUM 17602 #define IMGUI_VERSION_NUM 17700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -88,8 +88,8 @@ Index of this file:
#define IM_FMTARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT) #define IM_FMTLIST(FMT)
#endif #endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100) #if (__cplusplus >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else #else
@ -1667,6 +1667,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (demo code) // (demo code)
// Help: // Help:

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (drawing and font code) // (drawing and font code)
/* /*

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -152,7 +152,7 @@ namespace ImStb
#undef STB_TEXTEDIT_CHARTYPE #undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_STRING ImGuiInputTextState
#define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f #define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
#define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOSTATECOUNT 99
#define STB_TEXTEDIT_UNDOCHARCOUNT 999 #define STB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h" #include "imstb_textedit.h"

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (widgets code) // (widgets code)
/* /*
@ -5644,7 +5644,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
if (p_open) if (p_open)
flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label); bool is_open = TreeNodeBehavior(id, flags, label);
if (p_open) if (p_open != NULL)
{ {
// Create a small overlapping close button // Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.

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