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@@ -61,6 +61,9 @@ Other changes:
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- Demo: Added "Text -> Font Size" demo section. (#8738) [@Demonese]
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- CI: Fixed dllimport/dllexport tests. (#8757) [@AidanSun05]
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- CI: Updated to use latest Windows image + VS2022.
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- Debug Tools: added IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS to detect
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id conflicts _before_ hovering. This is very slow and should only be used
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temporarily. (#8651, #7961, #7669)
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- Examples: GLFW+OpenGL3, GLFW+WGPU: Emscripten Makefiles uses GLFW port
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'contrib.glfw3' which offers better HiDPI support. (#8742) [@pthom]
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- Backends: GLFW, SDL2 made ImGui_ImplGLFW_GetContentScaleXXX() and
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@@ -129,6 +129,10 @@
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//#define IM_DEBUG_BREAK IM_ASSERT(0)
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//#define IM_DEBUG_BREAK __debugbreak()
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//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
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// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
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//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
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//---- Debug Tools: Enable slower asserts
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//#define IMGUI_DEBUG_PARANOID
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25
imgui.cpp
25
imgui.cpp
@@ -4263,6 +4263,12 @@ void ImGui::Initialize()
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#ifdef IMGUI_HAS_DOCK
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#endif
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// Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow.
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// DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED.
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#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
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DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
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#endif
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// ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context.
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// But this link allows us to facilitate/handle a few edge cases better.
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ImFontAtlas* atlas = g.IO.Fonts;
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@@ -11012,6 +11018,21 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
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// READ THE FAQ: https://dearimgui.com/faq
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IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
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// [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED.
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// This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd().
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#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
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if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0)
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{
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int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast.
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int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1);
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if (*p_alive == g.FrameCount)
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*p_highlight = g.FrameCount;
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*p_alive = g.FrameCount;
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if (*p_highlight >= g.FrameCount - 1)
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window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
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}
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#endif
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}
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//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
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//if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0)
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@@ -16126,6 +16147,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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};
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#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
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TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
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#endif
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// Tools
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if (TreeNode("Tools"))
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{
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@@ -2495,6 +2495,10 @@ struct ImGuiContext
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ImGuiMetricsConfig DebugMetricsConfig;
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ImGuiIDStackTool DebugIDStackTool;
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ImGuiDebugAllocInfo DebugAllocInfo;
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#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
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ImGuiStorage DebugDrawIdConflictsAliveCount;
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ImGuiStorage DebugDrawIdConflictsHighlightSet;
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#endif
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// Misc
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float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
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