1159 Commits (3a82994429544030337fbaae109e99ecb3685fb5)

Author SHA1 Message Date
omar 3895363432 Merge branch 'master' into docking inc alter GetWindowResizeID
# Conflicts:
#	imgui.cpp
5 years ago
omar ca30ef4269 Drag and drop: Increase local payload buffer from 8 to 16 bytes. 5 years ago
omar 7e232092a6 Internals: Added GetWindowResizeID(), renamed GetScrollbarID() to GetWindowScrollbarID(). Using integer for resize ID so they matches regardless of the pointer size.
Internals: Renamed IMGUI_USER_ERROR to IM_ASSERT_USER_ERROR().
5 years ago
omar a1e43c682a Merge branch 'master' into docking (with fixes)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
5 years ago
omar be05e12e21 Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). 5 years ago
omar 03852470de Internals: Routing recoverable user errors via IMGUI_USER_ERROR() macro. (#1651) 5 years ago
omar 25eee91542 Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
Internals: Moved some error handling code.
5 years ago
omar b138f8cbcd Internal: Nav rename preparing for nav inputs ownership changes. IsNavInputPressed() -> IsNavInputTest() 5 years ago
omar c3fd4ae473 Docking: comments 5 years ago
omar 69b5c2f541 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
5 years ago
omar 57dc34f4e8 TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) 5 years ago
omar 011d475532 TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with multi-select patterns. (#2886, #1896, #1861) 5 years ago
omar d003674f2c Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables) 5 years ago
omar a337e219b6 Internals: ImPool: Renaming. 5 years ago
omar 28f1d60de1 Internals: Renaming + added ImStrSkipBlank() from docking branch.
(cherry picked from commit a573943fa0ce323ffb4080e57f5e8fe1bc777c36)
5 years ago
omar 09b2310237 Internals: Added index of helpers and shuffled a few things. 5 years ago
omar 4c13807b7d Misc: Optimized storage of window settings data (reducing allocation count). 5 years ago
omar a704614b3e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
5 years ago
omar 8fee5a4349 Internals: Renaming for consistency. 5 years ago
omar b3e94f5de8 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
5 years ago
stfx 6bf5aed325 Declaration and assignment can be joined, Member function may be 'const'. (#2875) 5 years ago
Rokas Kupstys c863c1f6a1 Clean up number rounding. Now it is more obvious what code is doing. (#2862)
Add IM_ROUND() macro
Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n)
5 years ago
omar 32380a0112 Viewport: Store current dpi scale in context. 5 years ago
omar 0cbb96895a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
5 years ago
omar ec0e953cca Fixed a couple of subtle bounding box vertical positioning issues relating to text baseline alignment.
The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. (#2833)
Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly,but it wouldn't push the contents area boundary low enough.
Note: previously the second parameter to ItemSize() was 0.0f was default, now -1.0f to signify "no text baseline offset request". If you have code using ItemSize() with an hardcoded zero you may need to change it. (+1 squashed commits)
5 years ago
omar 7feccf9ab2 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	imgui.cpp
5 years ago
Rokas Kupstys 714fe29d1a Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC.

(cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
5 years ago
omar a41f0b2df4 Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
IMPORTANT: Renamed internal CalcTypematicPressedRepeatAmount to CalcTypematicRepeatAmount and reordered the t1, t0 arguments to t0, t1 !!
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.  The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
5 years ago
omar c7bdec7e18 InputText, Nav: Fixed Left!Right keys broken when activating Keyboard Navigation. (#787) Amend 892dfb1 5 years ago
omar bf746c4215 DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the datato clarify how they are used, and more comments redirecting to the demo code. (#2844) 5 years ago
omar e0c0e53edf Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
5 years ago
omar a6c3be4bda Internals: Tweaks to ItemSize() should be harmless. Added DebugDrawItemRect() helper. 5 years ago
omar 892dfb1dea InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637)
5 years ago
omar c262276988 Version 1.74 WIP 5 years ago
omar 6994bf10bc Merge branch 'master' into docking + fix for RenderMouseCursor()
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
5 years ago
omar d5efe16157 Version 1.73 5 years ago
omar ca858c084b Demo tweaks. Comments. Compacting the rarely used AutoFitXXX fields in ImGuiWindowTempData. 5 years ago
omar 52deb415e0 Internal: Refactored internal RenderMouseCursor so colors can be specified. (#2614) 5 years ago
omar 25849234f6 Internal: Tree: tweaks (initially tried to implement auto-scrolling, stashed) 5 years ago
omar 3233d85d2f Merge branch 'master' into docking 5 years ago
omar eab03f4467 Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). 5 years ago
omar 13f00331da Docking: Added ImGuiDockNodeFlags_NoDocking flag. (#2109) 5 years ago
omar 38d22bc47d ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770) - changelog, fixed uninitialized variables, tweaks, renaming. 5 years ago
Rokas Kupstys accb0261b8 ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770)
Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.
5 years ago
omar 74e01e62ce Fixed unused static function warning for some compilers. (#2793) 5 years ago
omar 575df6f192 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
5 years ago
omar 3b014d0c31 Merge branch 'features/ellipsis_rendering'
# Conflicts:
#	imgui.cpp
5 years ago
omar 7d5a17e5e4 Remove trailing spaces (grep for ' \r?$' in visual studio) 5 years ago
Rokas Kupstys 45405f0dc9 Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (#2775)
This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering.

## EllipsisCodePoint

`ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored.

## Narrow ellipsis

Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`.

## Fallback (manually rendered dots)

There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced.
5 years ago
omar b05f6f6f50 Nav, Scrolling: Added support for Home/End key. (#787) 5 years ago