mirror of
https://github.com/ocornut/imgui.git
synced 2025-12-21 22:05:57 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_win32.cpp
This commit is contained in:
@@ -24,6 +24,7 @@
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// CHANGELOG
|
// CHANGELOG
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||||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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||||||
|
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
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// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
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// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
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// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
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@@ -454,14 +455,31 @@ static void ImGui_ImplSDLGPU3_CreateShaders()
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#ifdef __APPLE__
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#ifdef __APPLE__
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else
|
else
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{
|
{
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vertex_shader_info.entrypoint = "main0";
|
SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
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vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
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vertex_shader_info.code = metallib_vertex;
|
{
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vertex_shader_info.code_size = sizeof(metallib_vertex);
|
// Using metallib blobs (macOS 14+, iOS)
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fragment_shader_info.entrypoint = "main0";
|
vertex_shader_info.entrypoint = "main0";
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fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
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fragment_shader_info.code = metallib_fragment;
|
vertex_shader_info.code = metallib_vertex;
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fragment_shader_info.code_size = sizeof(metallib_fragment);
|
vertex_shader_info.code_size = sizeof(metallib_vertex);
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|
fragment_shader_info.entrypoint = "main0";
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|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
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|
fragment_shader_info.code = metallib_fragment;
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|
fragment_shader_info.code_size = sizeof(metallib_fragment);
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|
}
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|
else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
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|
{
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|
// macOS: using MSL source
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|
vertex_shader_info.entrypoint = "main0";
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vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
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vertex_shader_info.code = msl_vertex;
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|
vertex_shader_info.code_size = sizeof(msl_vertex);
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|
fragment_shader_info.entrypoint = "main0";
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|
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
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|
fragment_shader_info.code = msl_fragment;
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|
fragment_shader_info.code_size = sizeof(msl_fragment);
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|
}
|
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}
|
}
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#endif
|
#endif
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bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
|
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
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@@ -221,6 +221,40 @@ const uint8_t metallib_fragment[3787] = {
|
|||||||
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
|
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
|
||||||
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
};
|
};
|
||||||
|
static uint8_t msl_vertex[800] =
|
||||||
|
{
|
||||||
|
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||||
|
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,57,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,59,
|
||||||
|
10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,85,66,79,10,123,10,32,32,32,32,102,108,111,97,116,50,32,117,83,99,97,108,101,59,10,32,32,
|
||||||
|
32,32,102,108,111,97,116,50,32,117,84,114,97,110,115,108,97,116,101,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,
|
||||||
|
97,116,52,32,79,117,116,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,79,117,116,95,85,86,32,91,91,117,115,
|
||||||
|
101,114,40,108,111,99,110,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,103,108,95,80,111,115,105,116,105,111,110,32,91,91,112,111,115,105,116,105,111,110,93,93,59,10,125,
|
||||||
|
59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,50,32,97,80,111,115,32,91,91,97,116,116,114,105,98,117,116,101,40,48,41,93,
|
||||||
|
93,59,10,32,32,32,32,102,108,111,97,116,50,32,97,85,86,32,91,91,97,116,116,114,105,98,117,116,101,40,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,97,67,111,108,111,114,32,
|
||||||
|
91,91,97,116,116,114,105,98,117,116,101,40,50,41,93,93,59,10,125,59,10,10,118,101,114,116,101,120,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,
|
||||||
|
110,32,105,110,32,91,91,115,116,97,103,101,95,105,110,93,93,44,32,99,111,110,115,116,97,110,116,32,85,66,79,38,32,117,98,111,32,91,91,98,117,102,102,101,114,40,48,41,93,93,41,10,123,
|
||||||
|
10,32,32,32,32,109,97,105,110,48,95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,57,32,79,117,116,32,61,32,123,125,59,10,32,32,32,32,79,117,116,46,67,111,108,111,
|
||||||
|
114,32,61,32,105,110,46,97,67,111,108,111,114,59,10,32,32,32,32,79,117,116,46,85,86,32,61,32,105,110,46,97,85,86,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,
|
||||||
|
111,110,32,61,32,102,108,111,97,116,52,40,40,105,110,46,97,80,111,115,32,42,32,117,98,111,46,117,83,99,97,108,101,41,32,43,32,117,98,111,46,117,84,114,97,110,115,108,97,116,101,44,
|
||||||
|
32,48,46,48,44,32,49,46,48,41,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,111,110,46,121,32,42,61,32,40,45,49,46,48,41,59,10,32,32,32,32,111,117,116,46,79,117,
|
||||||
|
116,95,67,111,108,111,114,32,61,32,79,117,116,46,67,111,108,111,114,59,10,32,32,32,32,111,117,116,46,79,117,116,95,85,86,32,61,32,79,117,116,46,85,86,59,10,32,32,32,32,114,101,116,
|
||||||
|
117,114,110,32,111,117,116,59,10,125,10,10,
|
||||||
|
};
|
||||||
|
static uint8_t msl_fragment[580] =
|
||||||
|
{
|
||||||
|
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||||
|
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,49,49,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,
|
||||||
|
59,10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,97,116,52,32,102,67,
|
||||||
|
111,108,111,114,32,91,91,99,111,108,111,114,40,48,41,93,93,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,52,32,
|
||||||
|
73,110,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,73,110,95,85,86,32,91,91,117,115,101,114,40,108,111,99,
|
||||||
|
110,49,41,93,93,59,10,125,59,10,10,102,114,97,103,109,101,110,116,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,110,32,105,110,32,91,91,115,116,
|
||||||
|
97,103,101,95,105,110,93,93,44,32,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,62,32,115,84,101,120,116,117,114,101,32,91,91,116,101,120,116,117,114,101,40,48,41,93,93,
|
||||||
|
44,32,115,97,109,112,108,101,114,32,115,84,101,120,116,117,114,101,83,109,112,108,114,32,91,91,115,97,109,112,108,101,114,40,48,41,93,93,41,10,123,10,32,32,32,32,109,97,105,110,48,
|
||||||
|
95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,49,49,32,73,110,32,61,32,123,125,59,10,32,32,32,32,73,110,46,67,111,108,111,114,32,61,32,105,110,46,73,110,95,67,
|
||||||
|
111,108,111,114,59,10,32,32,32,32,73,110,46,85,86,32,61,32,105,110,46,73,110,95,85,86,59,10,32,32,32,32,111,117,116,46,102,67,111,108,111,114,32,61,32,73,110,46,67,111,108,111,114,
|
||||||
|
32,42,32,115,84,101,120,116,117,114,101,46,115,97,109,112,108,101,40,115,84,101,120,116,117,114,101,83,109,112,108,114,44,32,73,110,46,85,86,41,59,10,32,32,32,32,114,101,116,117,114,
|
||||||
|
110,32,111,117,116,59,10,125,10,10,
|
||||||
|
};
|
||||||
#elif TARGET_OS_IPHONE
|
#elif TARGET_OS_IPHONE
|
||||||
const uint8_t metallib_vertex[3876] = {
|
const uint8_t metallib_vertex[3876] = {
|
||||||
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
|
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
|
||||||
|
|||||||
@@ -23,6 +23,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
|
||||||
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
||||||
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
||||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||||
@@ -889,10 +890,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
wchar_t wch = 0;
|
wchar_t wch = 0;
|
||||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||||
io.AddInputCharacter(wch);
|
io.AddInputCharacter(wch);
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
|
case WM_IME_COMPOSITION:
|
||||||
|
{
|
||||||
|
// Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps.
|
||||||
|
// (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics)
|
||||||
|
LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam);
|
||||||
|
return (lParam & GCS_RESULTSTR) ? 1 : result;
|
||||||
|
}
|
||||||
|
case WM_IME_CHAR:
|
||||||
|
if (::IsWindowUnicode(hwnd) == FALSE)
|
||||||
|
{
|
||||||
|
if (::IsDBCSLeadByte(HIBYTE(wParam)))
|
||||||
|
wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam));
|
||||||
|
wchar_t wch = 0;
|
||||||
|
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||||
|
io.AddInputCharacterUTF16(wch);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
case WM_SETCURSOR:
|
case WM_SETCURSOR:
|
||||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||||
|
|||||||
@@ -34,6 +34,8 @@ Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
|
|||||||
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
|
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
|
||||||
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
|
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
|
||||||
|
|
||||||
|
note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
|
||||||
|
|
||||||
Proceed to step 4
|
Proceed to step 4
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -51,12 +51,37 @@ Other Changes:
|
|||||||
- Textures:
|
- Textures:
|
||||||
- Fixed a building issue when ImTextureID is defined as a struct.
|
- Fixed a building issue when ImTextureID is defined as a struct.
|
||||||
- Fixed displaying texture # in Metrics/Debugger window.
|
- Fixed displaying texture # in Metrics/Debugger window.
|
||||||
|
- Menus:
|
||||||
|
- Fixed MenuItem() label position and BeginMenu() arrow/icon/popup positions,
|
||||||
|
when used inside a line with a baseline offset.
|
||||||
|
- TreeNode:
|
||||||
|
- Fixed highlight position when used inside a line with a large text baseline offset.
|
||||||
|
(never quite worked in this situation; but then most of the time the text
|
||||||
|
baseline offset ends up being zero or FramePadding.y for a given line).
|
||||||
|
- Tables:
|
||||||
|
- Fixed an issue where a very thin scrolling table would advance parent layout
|
||||||
|
slightly differently depending on its visibility (caused by a mismatch
|
||||||
|
between hard minimum window size and table minimum size).
|
||||||
|
- Fixed an issue where submitting non-integer row heights would eventually
|
||||||
|
advance table parent layout by +0/+1 depending on its visibility.
|
||||||
- Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be
|
- Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be
|
||||||
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
|
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
|
||||||
|
- Debug Tools:
|
||||||
|
- Debug Log: fixed incorrectly printing characters in IO log when submitting
|
||||||
|
non-ASCII values to io.AddInputCharacter(). (#9099)
|
||||||
- Backends:
|
- Backends:
|
||||||
|
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
|
||||||
|
(vs Metallib shaders requiring macOS 14+). Requires application calling
|
||||||
|
SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
|
||||||
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
|
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
|
||||||
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
|
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
|
||||||
`cap.supportedCompositeAlpha`. (#8784) [@FelixStach]
|
`cap.supportedCompositeAlpha`, which seems to be required on some Android
|
||||||
|
devices. (#8784) [@FelixStach]
|
||||||
|
- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
|
||||||
|
MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
|
||||||
|
- Examples:
|
||||||
|
- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
|
||||||
|
warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
|
||||||
|
|
||||||
Docking+Viewports Branch:
|
Docking+Viewports Branch:
|
||||||
|
|
||||||
|
|||||||
@@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
|||||||
|
|
||||||
### Usage
|
### Usage
|
||||||
|
|
||||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
|
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
|
||||||
|
|
||||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||||
|
|
||||||
|
C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||||
|
|
||||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||||
|
|
||||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||||
|
|||||||
@@ -188,7 +188,7 @@
|
|||||||
-(NSWindow*)window
|
-(NSWindow*)window
|
||||||
{
|
{
|
||||||
if (_window != nil)
|
if (_window != nil)
|
||||||
return (_window);
|
return _window;
|
||||||
|
|
||||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
||||||
|
|
||||||
@@ -198,7 +198,7 @@
|
|||||||
[_window setOpaque:YES];
|
[_window setOpaque:YES];
|
||||||
[_window makeKeyAndOrderFront:NSApp];
|
[_window makeKeyAndOrderFront:NSApp];
|
||||||
|
|
||||||
return (_window);
|
return _window;
|
||||||
}
|
}
|
||||||
|
|
||||||
-(void)setupMenu
|
-(void)setupMenu
|
||||||
|
|||||||
@@ -47,7 +47,7 @@ int main(int, char**)
|
|||||||
SDL_ShowWindow(window);
|
SDL_ShowWindow(window);
|
||||||
|
|
||||||
// Create GPU Device
|
// Create GPU Device
|
||||||
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
|
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr);
|
||||||
if (gpu_device == nullptr)
|
if (gpu_device == nullptr)
|
||||||
{
|
{
|
||||||
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
||||||
|
|||||||
@@ -371,6 +371,15 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
||||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
||||||
|
|
||||||
|
// Disable breaking on this warning because of a suspected bug in the D3D12 SDK layer, see #9084 for details.
|
||||||
|
const int D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ = 1424; // not in all copies of d3d12sdklayers.h
|
||||||
|
D3D12_MESSAGE_ID disabledMessages[] = { (D3D12_MESSAGE_ID)D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ };
|
||||||
|
D3D12_INFO_QUEUE_FILTER filter = {};
|
||||||
|
filter.DenyList.NumIDs = 1;
|
||||||
|
filter.DenyList.pIDList = disabledMessages;
|
||||||
|
pInfoQueue->AddStorageFilterEntries(&filter);
|
||||||
|
|
||||||
pInfoQueue->Release();
|
pInfoQueue->Release();
|
||||||
pdx12Debug->Release();
|
pdx12Debug->Release();
|
||||||
}
|
}
|
||||||
|
|||||||
36
imgui.cpp
36
imgui.cpp
@@ -2096,7 +2096,7 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
|
|||||||
bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
|
bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
|
||||||
bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
|
bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
|
||||||
bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
|
bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
|
||||||
return ((b1 == b2) && (b2 == b3));
|
return (b1 == b2) && (b2 == b3);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
|
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
|
||||||
@@ -3196,7 +3196,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
|
|||||||
static bool GetSkipItemForListClipping()
|
static bool GetSkipItemForListClipping()
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
|
return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
|
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
|
||||||
@@ -4421,7 +4421,7 @@ void ImGui::Initialize()
|
|||||||
g.ViewportCreatedCount++;
|
g.ViewportCreatedCount++;
|
||||||
g.PlatformIO.Viewports.push_back(g.Viewports[0]);
|
g.PlatformIO.Viewports.push_back(g.Viewports[0]);
|
||||||
|
|
||||||
// Build KeysMayBeCharInput[] lookup table (1 bool per named key)
|
// Build KeysMayBeCharInput[] lookup table (1 bit per named key)
|
||||||
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
|
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
|
||||||
if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
|
if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
|
||||||
|| key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
|
|| key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
|
||||||
@@ -4547,6 +4547,13 @@ void ImGui::Shutdown()
|
|||||||
g.Initialized = false;
|
g.Initialized = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// When using multiple context it can be helpful to give name a name.
|
||||||
|
// (A) Will be visible in debugger, (B) Will be included in all IMGUI_DEBUG_LOG() calls, (C) Should be <= 15 characters long.
|
||||||
|
void ImGui::SetContextName(ImGuiContext* ctx, const char* name)
|
||||||
|
{
|
||||||
|
ImStrncpy(ctx->ContextName, name, IM_ARRAYSIZE(ctx->ContextName));
|
||||||
|
}
|
||||||
|
|
||||||
// No specific ordering/dependency support, will see as needed
|
// No specific ordering/dependency support, will see as needed
|
||||||
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
|
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
|
||||||
{
|
{
|
||||||
@@ -5472,7 +5479,7 @@ static void ScaleWindow(ImGuiWindow* window, float scale)
|
|||||||
|
|
||||||
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
|
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
|
||||||
{
|
{
|
||||||
return (window->Active) && (!window->Hidden);
|
return window->Active && !window->Hidden;
|
||||||
}
|
}
|
||||||
|
|
||||||
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
|
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
|
||||||
@@ -5887,7 +5894,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
|
|||||||
return d;
|
return d;
|
||||||
if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
|
if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
|
||||||
return d;
|
return d;
|
||||||
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
|
return a->BeginOrderWithinParent - b->BeginOrderWithinParent;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
|
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
|
||||||
@@ -6434,7 +6441,7 @@ bool ImGui::IsItemDeactivated()
|
|||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
|
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
|
||||||
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
|
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
|
||||||
return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
|
return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui::IsItemDeactivatedAfterEdit()
|
bool ImGui::IsItemDeactivatedAfterEdit()
|
||||||
@@ -6880,13 +6887,13 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
|
|||||||
ImVec2 size_min;
|
ImVec2 size_min;
|
||||||
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
|
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
|
||||||
{
|
{
|
||||||
size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
|
size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE;
|
||||||
size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
|
size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
|
size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE;
|
||||||
size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
|
size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reduce artifacts with very small windows
|
// Reduce artifacts with very small windows
|
||||||
@@ -10008,7 +10015,7 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
|
|||||||
if (t0 >= t1)
|
if (t0 >= t1)
|
||||||
return 0;
|
return 0;
|
||||||
if (repeat_rate <= 0.0f)
|
if (repeat_rate <= 0.0f)
|
||||||
return (t0 < repeat_delay) && (t1 >= repeat_delay);
|
return t0 < repeat_delay && t1 >= repeat_delay;
|
||||||
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
|
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
|
||||||
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
|
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
|
||||||
const int count = count_t1 - count_t0;
|
const int count = count_t1 - count_t0;
|
||||||
@@ -10951,12 +10958,13 @@ static const char* GetMouseSourceName(ImGuiMouseSource source)
|
|||||||
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
|
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
|
char buf[5];
|
||||||
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
|
||||||
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
|
||||||
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
||||||
if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
|
if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
|
||||||
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
|
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
|
||||||
if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
|
if (e->Type == ImGuiInputEventType_Text) { ImTextCharToUtf8(buf, e->Text.Char); IMGUI_DEBUG_LOG_IO("[io] %s: Text: '%s' (U+%08X)\n", prefix, buf, e->Text.Char); return; }
|
||||||
if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
|
if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
@@ -11137,7 +11145,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
|
|||||||
|
|
||||||
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
|
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
|
||||||
if (owner_id == ImGuiKeyOwner_Any)
|
if (owner_id == ImGuiKeyOwner_Any)
|
||||||
return (owner_data->LockThisFrame == false);
|
return owner_data->LockThisFrame == false;
|
||||||
|
|
||||||
// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
|
// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
|
||||||
// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
|
// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
|
||||||
@@ -13378,7 +13386,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
|
|||||||
if (flags & ImGuiFocusedFlags_ChildWindows)
|
if (flags & ImGuiFocusedFlags_ChildWindows)
|
||||||
return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
|
return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
|
||||||
else
|
else
|
||||||
return (ref_window == cur_window);
|
return ref_window == cur_window;
|
||||||
}
|
}
|
||||||
|
|
||||||
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
|
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
|
||||||
|
|||||||
4
imgui.h
4
imgui.h
@@ -30,7 +30,7 @@
|
|||||||
// Library Version
|
// Library Version
|
||||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||||
#define IMGUI_VERSION "1.92.6 WIP"
|
#define IMGUI_VERSION "1.92.6 WIP"
|
||||||
#define IMGUI_VERSION_NUM 19251
|
#define IMGUI_VERSION_NUM 19252
|
||||||
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
|
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
|
||||||
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
|
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
|
||||||
#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
|
#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
|
||||||
@@ -905,7 +905,7 @@ namespace ImGui
|
|||||||
// - 5. Call EndTable()
|
// - 5. Call EndTable()
|
||||||
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
|
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
|
||||||
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
|
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
|
||||||
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
|
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
|
||||||
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
|
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
|
||||||
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
|
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
|
||||||
|
|
||||||
|
|||||||
@@ -2616,7 +2616,7 @@ struct ExampleDualListBox
|
|||||||
{
|
{
|
||||||
const int* a = (const int*)lhs;
|
const int* a = (const int*)lhs;
|
||||||
const int* b = (const int*)rhs;
|
const int* b = (const int*)rhs;
|
||||||
return (*a - *b);
|
return *a - *b;
|
||||||
}
|
}
|
||||||
void SortItems(int n)
|
void SortItems(int n)
|
||||||
{
|
{
|
||||||
@@ -2949,7 +2949,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
|||||||
|
|
||||||
const int ITEMS_COUNT = 10000;
|
const int ITEMS_COUNT = 10000;
|
||||||
ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
|
ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
|
||||||
if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
|
if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter, ImVec2(0.0f, ImGui::GetFontSize() * 20)))
|
||||||
{
|
{
|
||||||
ImGui::TableSetupColumn("Object");
|
ImGui::TableSetupColumn("Object");
|
||||||
ImGui::TableSetupColumn("Action");
|
ImGui::TableSetupColumn("Action");
|
||||||
@@ -2970,6 +2970,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
|||||||
{
|
{
|
||||||
ImGui::TableNextRow();
|
ImGui::TableNextRow();
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
|
ImGui::PushID(n);
|
||||||
char label[64];
|
char label[64];
|
||||||
sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
|
sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
|
||||||
bool item_is_selected = selection.Contains((ImGuiID)n);
|
bool item_is_selected = selection.Contains((ImGuiID)n);
|
||||||
@@ -2977,6 +2978,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
|||||||
ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
|
ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
ImGui::SmallButton("hello");
|
ImGui::SmallButton("hello");
|
||||||
|
ImGui::PopID();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -4170,6 +4172,7 @@ static void DemoWindowWidgetsTreeNodes()
|
|||||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
|
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
|
||||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
|
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
|
||||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
|
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
|
||||||
|
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding);
|
||||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent);
|
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent);
|
||||||
|
|
||||||
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
|
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
|
||||||
@@ -4834,7 +4837,7 @@ static void DemoWindowLayout()
|
|||||||
// Tree
|
// Tree
|
||||||
// (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline)
|
// (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline)
|
||||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||||
ImGui::Button("Button##1");
|
ImGui::Button("Button##1"); // Will make line higher
|
||||||
ImGui::SameLine(0.0f, spacing);
|
ImGui::SameLine(0.0f, spacing);
|
||||||
if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone))
|
if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone))
|
||||||
{
|
{
|
||||||
@@ -4844,14 +4847,22 @@ static void DemoWindowLayout()
|
|||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const float padding = (float)(int)(ImGui::GetFontSize() * 1.20f); // Large padding
|
||||||
|
ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, padding);
|
||||||
|
ImGui::Button("Button##2");
|
||||||
|
ImGui::PopStyleVar();
|
||||||
|
ImGui::SameLine(0.0f, spacing);
|
||||||
|
if (ImGui::TreeNodeEx("Node##2", ImGuiTreeNodeFlags_DrawLinesNone))
|
||||||
|
ImGui::TreePop();
|
||||||
|
|
||||||
// Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.
|
// Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.
|
||||||
// Otherwise you can use SmallButton() (smaller fit).
|
// Otherwise you can use SmallButton() (smaller fit).
|
||||||
ImGui::AlignTextToFramePadding();
|
ImGui::AlignTextToFramePadding();
|
||||||
|
|
||||||
// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add
|
// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add
|
||||||
// other contents below the node.
|
// other contents "inside" the node.
|
||||||
bool node_open = ImGui::TreeNode("Node##2");
|
bool node_open = ImGui::TreeNode("Node##3");
|
||||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
|
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##3");
|
||||||
if (node_open)
|
if (node_open)
|
||||||
{
|
{
|
||||||
// Placeholder tree data
|
// Placeholder tree data
|
||||||
@@ -4861,13 +4872,13 @@ static void DemoWindowLayout()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Bullet
|
// Bullet
|
||||||
ImGui::Button("Button##3");
|
ImGui::Button("Button##4");
|
||||||
ImGui::SameLine(0.0f, spacing);
|
ImGui::SameLine(0.0f, spacing);
|
||||||
ImGui::BulletText("Bullet text");
|
ImGui::BulletText("Bullet text");
|
||||||
|
|
||||||
ImGui::AlignTextToFramePadding();
|
ImGui::AlignTextToFramePadding();
|
||||||
ImGui::BulletText("Node");
|
ImGui::BulletText("Node");
|
||||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
|
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##5");
|
||||||
ImGui::Unindent();
|
ImGui::Unindent();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -5631,7 +5642,7 @@ struct MyItem
|
|||||||
// qsort() is instable so always return a way to differentiate items.
|
// qsort() is instable so always return a way to differentiate items.
|
||||||
// Your own compare function may want to avoid fallback on implicit sort specs.
|
// Your own compare function may want to avoid fallback on implicit sort specs.
|
||||||
// e.g. a Name compare if it wasn't already part of the sort specs.
|
// e.g. a Name compare if it wasn't already part of the sort specs.
|
||||||
return (a->ID - b->ID);
|
return a->ID - b->ID;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
|
const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
|
||||||
@@ -6595,7 +6606,7 @@ static void DemoWindowTables()
|
|||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
ImGui::Text("A0 Row 0");
|
ImGui::Text("A0 Row 0");
|
||||||
{
|
{
|
||||||
float rows_height = TEXT_BASE_HEIGHT * 2;
|
float rows_height = (TEXT_BASE_HEIGHT * 2.0f) + (ImGui::GetStyle().CellPadding.y * 2.0f);
|
||||||
if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
|
if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
|
||||||
{
|
{
|
||||||
ImGui::TableSetupColumn("B0");
|
ImGui::TableSetupColumn("B0");
|
||||||
@@ -6637,7 +6648,7 @@ static void DemoWindowTables()
|
|||||||
{
|
{
|
||||||
for (int row = 0; row < 8; row++)
|
for (int row = 0; row < 8; row++)
|
||||||
{
|
{
|
||||||
float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
|
float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row + ImGui::GetStyle().CellPadding.y * 2.0f);
|
||||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
|
ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
ImGui::Text("min_row_height = %.2f", min_row_height);
|
ImGui::Text("min_row_height = %.2f", min_row_height);
|
||||||
@@ -6741,9 +6752,10 @@ static void DemoWindowTables()
|
|||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
|
if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
|
||||||
{
|
{
|
||||||
|
const float rows_height = TEXT_BASE_HEIGHT * 1.5f + ImGui::GetStyle().CellPadding.y * 2.0f;
|
||||||
for (int row = 0; row < 3; row++)
|
for (int row = 0; row < 3; row++)
|
||||||
{
|
{
|
||||||
ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);
|
ImGui::TableNextRow(0, rows_height);
|
||||||
for (int column = 0; column < 3; column++)
|
for (int column = 0; column < 3; column++)
|
||||||
{
|
{
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
@@ -10828,7 +10840,7 @@ struct ExampleAsset
|
|||||||
if (delta < 0)
|
if (delta < 0)
|
||||||
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
|
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
|
||||||
}
|
}
|
||||||
return ((int)a->ID - (int)b->ID);
|
return (int)a->ID - (int)b->ID;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL;
|
const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL;
|
||||||
|
|||||||
@@ -2770,6 +2770,8 @@ struct ImGuiContext
|
|||||||
// [SECTION] ImGuiWindowTempData, ImGuiWindow
|
// [SECTION] ImGuiWindowTempData, ImGuiWindow
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#define IMGUI_WINDOW_HARD_MIN_SIZE 4.0f
|
||||||
|
|
||||||
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
|
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
|
||||||
// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
|
// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
|
||||||
// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
|
// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
|
||||||
@@ -3425,6 +3427,12 @@ namespace ImGui
|
|||||||
IMGUI_API void Initialize();
|
IMGUI_API void Initialize();
|
||||||
IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
|
IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
|
||||||
|
|
||||||
|
// Context name & generic context hooks
|
||||||
|
IMGUI_API void SetContextName(ImGuiContext* ctx, const char* name);
|
||||||
|
IMGUI_API ImGuiID AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook);
|
||||||
|
IMGUI_API void RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_to_remove);
|
||||||
|
IMGUI_API void CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType type);
|
||||||
|
|
||||||
// NewFrame
|
// NewFrame
|
||||||
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
|
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
|
||||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
|
IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
|
||||||
@@ -3435,11 +3443,6 @@ namespace ImGui
|
|||||||
IMGUI_API void UpdateMouseMovingWindowNewFrame();
|
IMGUI_API void UpdateMouseMovingWindowNewFrame();
|
||||||
IMGUI_API void UpdateMouseMovingWindowEndFrame();
|
IMGUI_API void UpdateMouseMovingWindowEndFrame();
|
||||||
|
|
||||||
// Generic context hooks
|
|
||||||
IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);
|
|
||||||
IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
|
|
||||||
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
|
|
||||||
|
|
||||||
// Viewports
|
// Viewports
|
||||||
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size);
|
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size);
|
||||||
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
|
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
|
||||||
@@ -3947,7 +3950,7 @@ namespace ImGui
|
|||||||
IMGUI_API void InputTextDeactivateHook(ImGuiID id);
|
IMGUI_API void InputTextDeactivateHook(ImGuiID id);
|
||||||
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
|
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
|
||||||
IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
|
IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
|
||||||
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
|
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; }
|
||||||
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
|
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
|
||||||
IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
|
IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
|
||||||
inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.
|
inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.
|
||||||
|
|||||||
@@ -335,7 +335,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
|||||||
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
|
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
|
||||||
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
||||||
const ImVec2 avail_size = GetContentRegionAvail();
|
const ImVec2 avail_size = GetContentRegionAvail();
|
||||||
const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f));
|
const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window ? ImMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) : 0.0f));
|
||||||
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||||
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
|
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
|
||||||
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
||||||
@@ -1383,7 +1383,7 @@ void ImGui::EndTable()
|
|||||||
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
|
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
|
||||||
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
|
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
|
||||||
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
|
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
|
||||||
const float inner_content_max_y = table->RowPosY2;
|
const float inner_content_max_y = ImCeil(table->RowPosY2); // Rounding final position is important as we currently don't round row height ('Demo->Tables->Outer Size' demo uses non-integer heights)
|
||||||
IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
|
IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
|
||||||
if (inner_window != outer_window)
|
if (inner_window != outer_window)
|
||||||
inner_window->DC.CursorMaxPos.y = inner_content_max_y;
|
inner_window->DC.CursorMaxPos.y = inner_content_max_y;
|
||||||
@@ -2458,6 +2458,11 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
|
|||||||
// - TableDrawBorders() [Internal]
|
// - TableDrawBorders() [Internal]
|
||||||
//-------------------------------------------------------------------------
|
//-------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
|
// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct
|
||||||
|
// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect.
|
||||||
|
// This would slightly simplify caller code.
|
||||||
|
|
||||||
// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
|
// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
|
||||||
// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
|
// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
|
||||||
void ImGui::TablePushBackgroundChannel()
|
void ImGui::TablePushBackgroundChannel()
|
||||||
|
|||||||
@@ -1840,7 +1840,7 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
|
|||||||
const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;
|
const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;
|
||||||
if (int d = (int)(b->Width - a->Width))
|
if (int d = (int)(b->Width - a->Width))
|
||||||
return d;
|
return d;
|
||||||
return (b->Index - a->Index);
|
return b->Index - a->Index;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Shrink excess width from a set of item, by removing width from the larger items first.
|
// Shrink excess width from a set of item, by removing width from the larger items first.
|
||||||
@@ -6782,7 +6782,6 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
|
|||||||
window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
|
window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
|
||||||
}
|
}
|
||||||
|
|
||||||
// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
|
|
||||||
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
|
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
|
||||||
{
|
{
|
||||||
ImGuiWindow* window = GetCurrentWindow();
|
ImGuiWindow* window = GetCurrentWindow();
|
||||||
@@ -6791,26 +6790,28 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||||||
|
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
const ImGuiStyle& style = g.Style;
|
const ImGuiStyle& style = g.Style;
|
||||||
|
|
||||||
|
// When not framed, we vertically increase height up to typical framed widget height
|
||||||
const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
|
const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
|
||||||
const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
|
const bool use_frame_padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding));
|
||||||
|
const ImVec2 padding = use_frame_padding ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
|
||||||
|
|
||||||
if (!label_end)
|
if (!label_end)
|
||||||
label_end = FindRenderedTextEnd(label);
|
label_end = FindRenderedTextEnd(label);
|
||||||
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
||||||
|
|
||||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
||||||
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
|
const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it
|
||||||
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
|
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
|
||||||
|
|
||||||
// We vertically grow up to current line height up the typical widget height.
|
const float frame_height = label_size.y + padding.y * 2;
|
||||||
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
|
|
||||||
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
||||||
const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
||||||
ImRect frame_bb;
|
ImRect frame_bb;
|
||||||
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
|
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
|
||||||
frame_bb.Min.y = window->DC.CursorPos.y;
|
frame_bb.Min.y = window->DC.CursorPos.y + (text_offset_y - padding.y);
|
||||||
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
|
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
|
||||||
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
|
frame_bb.Max.y = window->DC.CursorPos.y + (text_offset_y - padding.y) + frame_height;
|
||||||
if (display_frame)
|
if (display_frame)
|
||||||
{
|
{
|
||||||
const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits
|
const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits
|
||||||
@@ -9203,7 +9204,8 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
|||||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
||||||
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
|
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
|
||||||
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
||||||
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
ImVec2 popup_pos;
|
||||||
|
ImVec2 pos = window->DC.CursorPos;
|
||||||
PushID(label);
|
PushID(label);
|
||||||
if (!enabled)
|
if (!enabled)
|
||||||
BeginDisabled();
|
BeginDisabled();
|
||||||
@@ -9217,34 +9219,34 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
|||||||
// Menu inside a horizontal menu bar
|
// Menu inside a horizontal menu bar
|
||||||
// Selectable extend their highlight by half ItemSpacing in each direction.
|
// Selectable extend their highlight by half ItemSpacing in each direction.
|
||||||
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
||||||
popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
|
|
||||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
||||||
PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
|
PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
|
||||||
float w = label_size.x;
|
float w = label_size.x;
|
||||||
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, pos.y + window->DC.CurrLineTextBaseOffset);
|
||||||
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
|
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
|
||||||
LogSetNextTextDecoration("[", "]");
|
LogSetNextTextDecoration("[", "]");
|
||||||
RenderText(text_pos, label);
|
RenderText(text_pos, label);
|
||||||
PopStyleVar();
|
PopStyleVar();
|
||||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||||
|
popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), text_pos.y - style.FramePadding.y + window->MenuBarHeight);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Menu inside a regular/vertical menu
|
// Menu inside a regular/vertical menu
|
||||||
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
||||||
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
|
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
|
||||||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
|
||||||
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
||||||
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
||||||
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
|
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
|
||||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
||||||
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
ImVec2 text_pos(window->DC.CursorPos.x, pos.y + window->DC.CurrLineTextBaseOffset);
|
||||||
pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
||||||
LogSetNextTextDecoration("", ">");
|
LogSetNextTextDecoration("", ">");
|
||||||
RenderText(text_pos, label);
|
RenderText(ImVec2(text_pos.x + offsets->OffsetLabel, text_pos.y), label);
|
||||||
if (icon_w > 0.0f)
|
if (icon_w > 0.0f)
|
||||||
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
|
RenderText(ImVec2(text_pos.x + offsets->OffsetIcon, text_pos.y), icon);
|
||||||
RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
|
RenderArrow(window->DrawList, ImVec2(text_pos.x + offsets->OffsetMark + extra_w + g.FontSize * 0.30f, text_pos.y), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
|
||||||
|
popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y);
|
||||||
}
|
}
|
||||||
if (!enabled)
|
if (!enabled)
|
||||||
EndDisabled();
|
EndDisabled();
|
||||||
@@ -9445,21 +9447,22 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
|||||||
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
||||||
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
|
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
|
||||||
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
||||||
|
ImVec2 text_pos(pos.x, pos.y + window->DC.CurrLineTextBaseOffset);
|
||||||
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
||||||
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
|
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
|
||||||
{
|
{
|
||||||
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
|
RenderText(text_pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
|
||||||
if (icon_w > 0.0f)
|
if (icon_w > 0.0f)
|
||||||
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
|
RenderText(text_pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
|
||||||
if (shortcut_w > 0.0f)
|
if (shortcut_w > 0.0f)
|
||||||
{
|
{
|
||||||
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
|
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
|
||||||
LogSetNextTextDecoration("(", ")");
|
LogSetNextTextDecoration("(", ")");
|
||||||
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
|
RenderText(text_pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
|
||||||
PopStyleColor();
|
PopStyleColor();
|
||||||
}
|
}
|
||||||
if (selected)
|
if (selected)
|
||||||
RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
|
RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
|
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
|
||||||
|
|||||||
Reference in New Issue
Block a user