Squashed 'external/imgui/imgui/' changes from 6ccc561a2ab..00ad3c65bc2
00ad3c65bc2 Version 1.90.7 f814ef816fb Commented out CaptureKeyboardFromApp(), CaptureMouseFromApp(). Commented out obsolete IsKeyPressedMap() from imgui_internal.h (can call IsKeyPressed). Comments b9084949bd7 Fixed typo in IsMouseDragging and GetMouseDragDelta's documentation. (#7620) 86931393a36 Shortcuts: Revert "SetShortcutRouting: require explicit routing. (#456) 7832e6a70e6 Shortcuts: Routing: fixed mixed keys<>chars filtering not applying on global routes. (#456, #7618) 85d982011e9 Shortcuts: fixed priority of route calculation (higher first). (#456, #7618) ce4e210dcb6 Shotcuts: renamed ImGuiInputFlags_RouteGlobalOverFocused -> ImGuiInputFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456) 5ce3d299555 Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456) 650cb51bf10 Shortcuts: renamed ImGuiInputFlags_RouteActiveItem to ImGuiInputFlags_RouteActive. (#456, #7618) ef9d525f02c Shortcuts: added ImGuiInputFlags_RouteActiveItem. (#456, #7618) + rearrange Changelog 16b72f2d210 Comments 29439bdd27c Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY and double-clicking on a border. (#1710) 374b9a7fb43 Demo: Documents: refactor + add Renaming option. (#7233) c150ad50c46 Shortcuts: claim mods ownership once pressed. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) 1002cfa6d2d Demo, Shortcut(): amend Shortcuts demo. (#456) 7c71e66370d Shortcuts, SetShortcutRouting: move ImGuiInputFlags_RouteFromRootWindow evaluation to SetShortcutRouting() for now. (#456) d5a600e9c64 Shortcuts, SetShortcutRouting: added ImGuiInputFlags_RouteFromRootWindow. Made it possible for SetShortcutRouting() to query for another location. 0eb025f4847 Internals: move ItemHandleShortcut() next to Shortcut(), it's calling it anyhow. (#456) a689fa262ae SetShortcutRouting: require explicit routing. (#456) c06e6340cde Shortcuts: added ImGuiInputFlags_Tooltip. (#456) 77e41718940 Shortcuts: added flags to SetNextItemShortcut(). (#456) 197f8904fe8 Shortcuts, Nav: make SetNextItemShortcut() work when another item is active. Made NavCalcPreferredRefPos() take account for remote activation. (#456) dc5caa483cd Demo: added "Shortcuts" section. (#456, #2637) fc512a24741 Inputs: Added Shortcut(), SetNextItemShortcut(). Added ImGuiInputFlags, ImGuiInputFlags_RouteXXXX. (#456, #2637) 85513de2476 Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456) 900b29055c5 Internals, Inputs: *Breaking* Swapped parameter order of Shortcut(). (#456) 55748cdbe12 Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit. ec1d2be96f3 Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615) 6d1a6f1c748 Internals, Inputs: Comments, alignment. 4c3eac2c10e Backends: OpenGL3: Fixed zealous warning by initializing last_pixel_unpack_buffer. (#7614) a1566c5e1ba Tables: fixed 28a283b breaking PageDown on tables with no interactive items. aa725ca79dc Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_ cd48059dc53 Tables: comments about skipping access to table data in coarse clipping path. 28a283b4603 Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine. aa5a6098ee2 Fixed typos in comments (#7599) d39ca33b63a Fixed false positive with PVS-Studio. ae8218a3eaf Inputs, Shortcut: fixes some edge cases for GetKeyChordName(), clarify that it is aimed at display. (#456) 25e279ee73f Inputs: Treat ctrl-left-click as right click when ConfigMacOSXBehaviors is set. (#2343) b4f564c1ed7 Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456) 5107e58b0f3 Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343) 8bd5d1d42f0 Inputs: Fixed swapping of keys associated to mods. Fixed warnings. (#2343, #4084, #5923, #456) 77471066471 Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456) 07dbcf1f70d Fixed typos. (#7593) 93daf232233 Examples: SDL3: updates for latest SDL3 API changes. e45efa9951a Backends: SDL3: Rename SDLK_QUOTE and SDLK_BACKQUOTE to SDLK_APOSTROPHE and SDLK_GRAVE. (#7580) 5d973a87d45 Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. af2fbf043df Backends/Internals: Don't use IME and clipboard default win32 functions when WINAPI_FAMILY_GAMES (#7585) e4576914cb9 Internals: amend f806c76 to better match docking + fixed unused static forward declaration warning. d0524df8879 Internals: slight refactor FindHoveredWindow() -> FindHoveredWindowEx() toward reducing far-away code duplication. f806c76e97b Tables, Dpi: added dummy g.DpiScale storage (to be altered in docking), using to scale tables border hit thickness. f0912833ba9 Update FAQ.md (#7581) ac90e1bd5bd Backends: Win32: replace bd != nullptr assert with early out. (#6275) 0a5d40a0161 Update FAQ.md d06b8b58d84 Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. 5e236804541 Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller code and compiled version of dear imgui. (#7568) 510eb8f4801 Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) f48aae600a2 Version 1.90.7 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 00ad3c65bc256a16521288505f26fb335440f8f5
This commit is contained in:
@ -35,6 +35,112 @@ HOW TO UPDATE?
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.90.7 (Released 2024-05-27)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
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Breaking changes:
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- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
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as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
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- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
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for both Windows and Mac style users.
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- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
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place for macOS X apps in your input logic.
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- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
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It is now unnecessary to specific cross-platform idiomatic shortcuts.
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Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
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- Commented out obsolete symbols renamed in 1.88 (May 2022):
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CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
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CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
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- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
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ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
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overlooked from the API but it will allow eventual support for multi-viewports.
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Other changes:
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- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
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- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
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and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
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it assumed the other axis would also be auto-fit. (#1710)
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- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
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- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
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- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
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- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
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- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
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The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
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This is an important property as it facilitate working with foreign code or larger codebase.
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- Added Shortcut() function:
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e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
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- checks that CTRL+C is pressed,
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- and that current window is in focus stack,
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- and that no other requests for CTRL+C have been made from higher priority locations
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(e.g. deeper in the window/item stack).
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- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
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an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
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shortcut may be executed even if its window is not in focus stack).
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Items like buttons are not fully activated, in the sense that they get pressed but another
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active item, e.g. InputText() won't be deactivated.
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- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
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- ImGuiInputFlags_RouteFocused: focus stack route (default)
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- ImGuiInputFlags_RouteActive: only route to active item
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- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
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- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
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- Added other shortcut/routing options: (#456, #2637)
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- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
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input functions (which are still internal for now).
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- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
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- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
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- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
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- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
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- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
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- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
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- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
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- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
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- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
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- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
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on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
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- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
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- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
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- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
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- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
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locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
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- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
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code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
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read comments near the assert. (#7568)
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- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
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handler to be called before backend initialization. Because of how ::CreateWindow()
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calls in WndProc this is facilitating. (#6275) [@MennoVink]
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- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
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Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
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versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
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- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
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explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
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- Inputs (Internals): Renamed symbols global routes:
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Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
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Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
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Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
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- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
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in function signatures:
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Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
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- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
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swapped last two parameters order in function signatures:
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Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
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Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
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- For several reasons those changes makes sense. They were all made before making some of
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those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
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Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
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-----------------------------------------------------------------------
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VERSION 1.90.6 (Released 2024-05-08)
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-----------------------------------------------------------------------
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@ -820,7 +926,7 @@ Breaking changes:
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- ListBoxFooter() -> use EndListBox()
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- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
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- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
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in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
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It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
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@ -1383,7 +1489,7 @@ Other Changes:
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
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- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
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- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
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@ -2156,7 +2262,7 @@ Other Changes:
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
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preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
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accross all backends), facilitating compositing of the output buffer with another buffer.
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across all backends), facilitating compositing of the output buffer with another buffer.
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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@ -5565,7 +5671,7 @@ Other Changes:
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VERSION 1.08 (2014-08-25)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
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- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
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- Fixed file descriptor leak on LoadSettings() failure.
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@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders.<BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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|
34
docs/FAQ.md
34
docs/FAQ.md
@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
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| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
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| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
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| **Q&A: Usage** |
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| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
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| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
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| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
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| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
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| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
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@ -199,10 +199,42 @@ ctx->RSSetScissorRects(1, &r);
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### Q: About the ID Stack system...
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### Q: Why is my widget not reacting when I click on it?
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### Q: Why is the wrong widget reacting when I click on one?
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### Q: How can I have widgets with an empty label?
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### Q: How can I have multiple widgets with the same label?
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### Q: How can I have multiple windows with the same label?
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**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
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<table>
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<tr>
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<td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
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<td>
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<pre lang="cpp">
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ImGui::Begin("Incorrect!");
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ImGui::DragFloat2("My value", &objects[0]->pos.x);
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ImGui::DragFloat2("My value", &objects[1]->pos.x);
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ImGui::DragFloat2("My value", &objects[2]->pos.x);
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ImGui::End();
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ImGui::Begin("Correct!");
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ImGui::DragFloat2("My value", &objects[0]->pos.x);
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ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
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ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
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ImGui::End();
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ImGui::Begin("Also Correct!");
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for (int n = 0; n < 3; n++)
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{
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ImGui::PushID(n);
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ImGui::DragFloat2("My value", &objects[n]->pos.x);
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ImGui::PopID();
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}
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ImGui::End();
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</pre>
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</td>
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</tr>
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</table>
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A primer on labels and the ID Stack...
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Dear ImGui internally needs to uniquely identify UI elements.
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|
@ -175,6 +175,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
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- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
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- shortcuts: store multiple keychords in ImGuiKeyChord
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- shortcuts: Hovered route (lower than Focused, higher than Global)
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- shortcuts: local-style shortcut api, e.g. parse "&Save"
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- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
|
Reference in New Issue
Block a user