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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui_demo.cpp
This commit is contained in:
@@ -1,4 +1,4 @@
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// dear imgui, v1.92.8 WIP
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// dear imgui, v1.92.8
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// (widgets code)
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/*
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@@ -1295,8 +1295,9 @@ bool ImGui::Checkbox(const char* label, bool* v)
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if (is_visible)
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{
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RenderNavCursor(total_bb, id);
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RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
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ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : (mixed_value || checked) ? ImGuiCol_CheckboxSelectedBg : ImGuiCol_FrameBg);
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ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
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RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding);
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if (mixed_value)
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{
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// Undocumented tristate/mixed/indeterminate checkbox (#2644)
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@@ -3578,7 +3579,8 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min,
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// - ImParseFormatSanitizeForPrinting() [Internal]
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// - ImParseFormatSanitizeForScanning() [Internal]
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// - ImParseFormatPrecision() [Internal]
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// - TempInputTextScalar() [Internal]
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// - TempInputText() [Internal]
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// - TempInputScalar() [Internal]
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// - InputScalar()
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// - InputScalarN()
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// - InputFloat()
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@@ -4589,6 +4591,7 @@ void ImGui::InputTextDeactivateHook(ImGuiID id)
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ImGuiInputTextState* state = &g.InputTextState;
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if (id == 0 || state->ID != id)
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return;
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//IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id);
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g.InputTextDeactivatedState.ID = state->ID;
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if (state->Flags & ImGuiInputTextFlags_ReadOnly)
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{
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@@ -4904,7 +4907,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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const bool is_osx = io.ConfigMacOSXBehaviors;
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if (g.ActiveId != id && init_make_active)
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if (init_make_active && g.ActiveId != id)
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{
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IM_ASSERT(state && state->ID == id);
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SetActiveID(id, window);
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@@ -9402,8 +9405,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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bool pressed;
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// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
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const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
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const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoAutoClosePopups | (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnClick;
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ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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@@ -9441,6 +9443,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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if (!enabled)
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EndDisabled();
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// Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
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// Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
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if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0))
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{
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ClearActiveID();
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SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner);
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}
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const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav;
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if (menuset_is_open)
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PopItemFlag();
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@@ -9521,6 +9531,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
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PopID();
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if (g.ActiveId == id && want_open)
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g.ActiveIdNoClearOnFocusLoss = true;
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if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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{
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// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
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@@ -9613,7 +9626,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
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BeginDisabled();
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// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
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const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
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const ImGuiSelectableFlags selectable_flags = (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnRelease | (ImGuiSelectableFlags)ImGuiSelectableFlags_SetNavIdOnHover;
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ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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@@ -9656,6 +9669,17 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
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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);
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}
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}
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// Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
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// Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
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const ImGuiID id = g.LastItemData.ID;
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if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0))
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{
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ClearActiveID();
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SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner);
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}
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IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
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if (!enabled)
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EndDisabled();
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