Merge commit '293f4fd0a04156ee8bd279df3b9443df6c75bbd5'

This commit is contained in:
Green Sky 2024-05-28 17:12:43 +02:00
commit 0e8c752df8
No known key found for this signature in database
44 changed files with 1059 additions and 520 deletions

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@ -423,6 +423,7 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags

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@ -263,6 +263,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_Time = 0.0;

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@ -534,6 +534,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

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@ -546,6 +546,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

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@ -702,6 +702,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

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@ -285,6 +285,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

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@ -556,6 +556,7 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);

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@ -167,6 +167,7 @@ static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
#ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)";

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@ -79,7 +79,6 @@ struct ImGui_ImplMetal_Data
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
@ -125,8 +124,11 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

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@ -83,6 +83,7 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

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@ -275,6 +275,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
@ -749,7 +750,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
GLint last_pixel_unpack_buffer;
GLint last_pixel_unpack_buffer = 0;
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY

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@ -10,7 +10,7 @@
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.

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@ -84,7 +84,6 @@ struct ImGui_ImplOSX_Data
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
@ -392,13 +391,15 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
bool ImGui_ImplOSX_Init(NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
io.BackendPlatformUserData = (void*)bd;
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_osx";
bd->Observer = [ImGuiObserver new];

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@ -400,6 +400,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position

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@ -60,6 +60,14 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
@ -145,7 +153,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
@ -155,7 +163,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@ -369,6 +377,7 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch

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@ -20,6 +20,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
@ -47,9 +48,9 @@
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* SDLRenderer;
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -63,6 +64,7 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -72,7 +74,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
bd->Renderer = renderer;
return true;
}
@ -91,14 +93,12 @@ void ImGui_ImplSDLRenderer2_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState()
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
@ -110,16 +110,14 @@ void ImGui_ImplSDLRenderer2_NewFrame()
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -138,16 +136,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState();
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -162,7 +160,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState();
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
}
@ -179,7 +177,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -191,7 +189,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
@ -202,8 +200,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
@ -219,7 +217,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

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@ -28,7 +28,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();

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@ -20,6 +20,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
@ -43,9 +44,9 @@
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* SDLRenderer;
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -59,6 +60,7 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -68,7 +70,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
bd->Renderer = renderer;
return true;
}
@ -87,14 +89,12 @@ void ImGui_ImplSDLRenderer3_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState()
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
@ -106,16 +106,14 @@ void ImGui_ImplSDLRenderer3_NewFrame()
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -135,17 +133,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState();
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -160,7 +158,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState();
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
}
@ -177,7 +175,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -185,7 +183,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
@ -196,8 +194,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
}
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
@ -213,7 +211,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

View File

@ -28,7 +28,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();

View File

@ -42,14 +42,14 @@
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -1092,6 +1092,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
}
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

View File

@ -724,6 +724,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags

View File

@ -146,6 +146,7 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
@ -581,11 +582,10 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
if (ImGui::GetCurrentContext() == nullptr)
return 0;
// We silently allow both context or just only backend data to be nullptr.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplWin32_Init()?");
if (bd == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@ -608,10 +608,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
break;
return 0;
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
break;
return 0;
}
case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE:
@ -624,7 +624,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
break;
return 0;
}
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:

View File

@ -35,6 +35,112 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.90.7 (Released 2024-05-27)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
Breaking changes:
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
place for macOS X apps in your input logic.
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
It is now unnecessary to specific cross-platform idiomatic shortcuts.
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
- Commented out obsolete symbols renamed in 1.88 (May 2022):
CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will allow eventual support for multi-viewports.
Other changes:
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
it assumed the other axis would also be auto-fit. (#1710)
- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
This is an important property as it facilitate working with foreign code or larger codebase.
- Added Shortcut() function:
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- checks that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from higher priority locations
(e.g. deeper in the window/item stack).
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
shortcut may be executed even if its window is not in focus stack).
Items like buttons are not fully activated, in the sense that they get pressed but another
active item, e.g. InputText() won't be deactivated.
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
- ImGuiInputFlags_RouteFocused: focus stack route (default)
- ImGuiInputFlags_RouteActive: only route to active item
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
- Added other shortcut/routing options: (#456, #2637)
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
input functions (which are still internal for now).
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
read comments near the assert. (#7568)
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
handler to be called before backend initialization. Because of how ::CreateWindow()
calls in WndProc this is facilitating. (#6275) [@MennoVink]
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
- Inputs (Internals): Renamed symbols global routes:
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
swapped last two parameters order in function signatures:
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They were all made before making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
-----------------------------------------------------------------------
VERSION 1.90.6 (Released 2024-05-08)
-----------------------------------------------------------------------
@ -820,7 +926,7 @@ Breaking changes:
- ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
@ -1383,7 +1489,7 @@ Other Changes:
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
@ -2156,7 +2262,7 @@ Other Changes:
alpha compositing and transparent windows. (#2766, #3447 etc.).
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
accross all backends), facilitating compositing of the output buffer with another buffer.
across all backends), facilitating compositing of the output buffer with another buffer.
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
@ -5565,7 +5671,7 @@ Other Changes:
VERSION 1.08 (2014-08-25)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
- Fixed file descriptor leak on LoadSettings() failure.

View File

@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR>
This support building with Emscripten and targetting WebGL.<BR>
This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR>
This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>

View File

@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [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) |
| [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) |
| **Q&A: Usage** |
| **[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)** |
| **[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)** |
| [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)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
@ -199,10 +199,42 @@ ctx->RSSetScissorRects(1, &r);
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
<table>
<tr>
<td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
</pre>
</td>
</tr>
</table>
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.

View File

@ -175,6 +175,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- 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).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))

View File

@ -161,7 +161,7 @@ void Init(struct android_app* app)
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg);

View File

@ -155,7 +155,7 @@ int main(int, char**)
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}

View File

@ -42,7 +42,8 @@ int main(int, char**)
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC);
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderVSync(renderer, 1);
if (renderer == nullptr)
{
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
@ -161,7 +162,7 @@ int main(int, char**)
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}

View File

@ -16,6 +16,7 @@
// Data
static ID3D10Device* g_pd3dDevice = nullptr;
static IDXGISwapChain* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
@ -100,6 +101,14 @@ int main(int, char**)
if (done)
break;
// Handle window being minimized or screen locked
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
{
::Sleep(10);
continue;
}
g_SwapChainOccluded = false;
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
@ -158,10 +167,13 @@ int main(int, char**)
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
}
// Cleanup
ImGui_ImplDX10_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();

View File

@ -16,6 +16,7 @@
static ID3D11Device* g_pd3dDevice = nullptr;
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
static IDXGISwapChain* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
@ -100,6 +101,14 @@ int main(int, char**)
if (done)
break;
// Handle window being minimized or screen locked
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
{
::Sleep(10);
continue;
}
g_SwapChainOccluded = false;
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
@ -158,8 +167,10 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
}
// Cleanup

View File

@ -26,6 +26,8 @@
#pragma comment(lib, "dxguid.lib")
#endif
#include "imgui_internal.h"
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
@ -47,6 +49,7 @@ static ID3D12Fence* g_fence = nullptr;
static HANDLE g_fenceEvent = nullptr;
static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static HANDLE g_hSwapChainWaitableObject = nullptr;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
@ -137,6 +140,14 @@ int main(int, char**)
if (done)
break;
// Handle window screen locked
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
{
::Sleep(10);
continue;
}
g_SwapChainOccluded = false;
// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
@ -209,8 +220,10 @@ int main(int, char**)
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);

View File

@ -15,6 +15,7 @@
// Data
static LPDIRECT3D9 g_pD3D = nullptr;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
static bool g_DeviceLost = false;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
@ -98,6 +99,20 @@ int main(int, char**)
if (done)
break;
// Handle lost D3D9 device
if (g_DeviceLost)
{
HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
if (hr == D3DERR_DEVICELOST)
{
::Sleep(10);
continue;
}
if (hr == D3DERR_DEVICENOTRESET)
ResetDevice();
g_DeviceLost = false;
}
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
@ -163,12 +178,11 @@ int main(int, char**)
g_pd3dDevice->EndScene();
}
HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
// Handle loss of D3D9 device
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
ResetDevice();
if (result == D3DERR_DEVICELOST)
g_DeviceLost = true;
}
// Cleanup
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();

View File

@ -200,7 +200,7 @@ typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
@brief Get time function
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
have occured. The time base should be a cyclic millisecond time value.
have occurred. The time base should be a cyclic millisecond time value.
@returns Time value in milliseconds
**/

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP
// dear imgui, v1.90.7
// (headers)
// Help:
@ -27,8 +27,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.6"
#define IMGUI_VERSION_NUM 19060
#define IMGUI_VERSION "1.90.7"
#define IMGUI_VERSION_NUM 19070
#define IMGUI_HAS_TABLE
/*
@ -90,6 +90,8 @@ Index of this file:
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
@ -208,6 +210,7 @@ typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: f
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
@ -697,7 +700,8 @@ namespace ImGui
// Tooltips
// - Tooltips are windows following the mouse. They do not take focus away.
// - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom.
// - A tooltip window can contain items of any types.
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
@ -708,7 +712,7 @@ namespace ImGui
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip().
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
@ -935,6 +939,24 @@ namespace ImGui
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
@ -949,8 +971,8 @@ namespace ImGui
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
@ -1422,13 +1444,13 @@ enum ImGuiKey : int
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12, // Ctrl
ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
ImGuiMod_Mask_ = 0xF800, // 5-bits
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
@ -1445,11 +1467,37 @@ enum ImGuiKey : int
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif
};
// Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
@ -2090,7 +2138,7 @@ struct ImGuiIO
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
@ -2221,7 +2269,7 @@ struct ImGuiIO
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
@ -2235,6 +2283,7 @@ struct ImGuiIO
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
@ -3023,7 +3072,7 @@ struct ImFontAtlas
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// - After calling Build(), you can query the rectangle position and render your pixels.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// - Read docs/FONTS.md for more details about using colorful icons.
@ -3207,14 +3256,14 @@ namespace ImGui
static inline void PopAllowKeyboardFocus() { PopTabStop(); }
// OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.88 (from May 2022)
static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
// OBSOLETED in 1.87 (from February 2022)
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6
// dear imgui, v1.90.7
// (demo code)
// Help:
@ -266,6 +266,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Most functions would normally just assert/crash if the context is missing.
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!");
// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
IMGUI_CHECKVERSION();
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
@ -488,6 +491,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
ImGui::Text("Also see Style->Rendering for rendering options.");
ImGui::SeparatorText("Debug");
@ -6180,12 +6184,14 @@ static void ShowDemoWindowInputs()
// Display inputs submitted to ImGuiIO
IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Inputs"))
bool inputs_opened = ImGui::TreeNode("Inputs");
ImGui::SameLine();
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (inputs_opened)
{
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
@ -6216,15 +6222,17 @@ static void ShowDemoWindowInputs()
// Display ImGuiIO output flags
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Outputs"))
bool outputs_opened = ImGui::TreeNode("Outputs");
ImGui::SameLine();
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
if (outputs_opened)
{
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
@ -6258,6 +6266,102 @@ static void ShowDemoWindowInputs()
ImGui::TreePop();
}
// Demonstrate using Shortcut() and Routing Policies.
// The general flow is:
// - Code interested in a chord (e.g. "Ctrl+A") declares their intent.
// - Multiple locations may be interested in same chord! Routing helps find a winner.
// - Every frame, we resolve all claims and assign one owner if the modifiers are matching.
// - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route.
// - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags.
// - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused.
// TL;DR: Most uses will simply be:
// - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy.
IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
if (ImGui::TreeNode("Shortcuts"))
{
static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat;
static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal);
ImGui::Indent();
ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::EndDisabled();
ImGui::Unindent();
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways);
ImGuiInputFlags flags = route_type | route_options; // Merged flags
if (route_type != ImGuiInputFlags_RouteGlobal)
route_options &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::SeparatorText("Using SetNextItemShortcut()");
ImGui::Text("Ctrl+S");
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip);
ImGui::Button("Save");
ImGui::Text("Alt+F");
ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip);
static float f = 0.5f;
ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f);
ImGui::SeparatorText("Using Shortcut()");
const float line_height = ImGui::GetTextLineHeightWithSpacing();
const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
ImGui::Text("Ctrl+A");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
ImGui::Text("Press CTRL+A and see who receives it!");
ImGui::Separator();
// 1: Window polling for CTRL+A
ImGui::Text("(in WindowA)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//char str[16] = "Press CTRL+A";
//ImGui::Spacing();
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGuiID item_id = ImGui::GetItemID();
//ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused");
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "...");
// 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA
ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildD: not using same Shortcut)");
ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
ImGui::EndChild();
// 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildE: using same Shortcut)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
ImGui::EndChild();
// 5: In a popup
if (ImGui::Button("Open Popup"))
ImGui::OpenPopup("PopupF");
if (ImGui::BeginPopup("PopupF"))
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
ImGui::EndPopup();
}
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::TreePop();
}
// Display mouse cursors
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors"))
@ -7122,6 +7226,7 @@ struct ExampleAppConsole
}
// Options, Filter
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Options"))
ImGui::OpenPopup("Options");
ImGui::SameLine();
@ -7130,7 +7235,7 @@ struct ExampleAppConsole
// Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar))
if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NavFlattened))
{
if (ImGui::BeginPopupContextWindow())
{
@ -8324,92 +8429,119 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// Simplified structure to mimic a Document model
struct MyDocument
{
const char* Name; // Document title
char Name[32]; // Document title
int UID; // Unique ID (necessary as we can change title)
bool Open; // Set when open (we keep an array of all available documents to simplify demo code!)
bool OpenPrev; // Copy of Open from last update.
bool Dirty; // Set when the document has been modified
bool WantClose; // Set when the document
ImVec4 Color; // An arbitrary variable associated to the document
MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
{
Name = name;
UID = uid;
snprintf(Name, sizeof(Name), "%s", name);
Open = OpenPrev = open;
Dirty = false;
WantClose = false;
Color = color;
}
void DoOpen() { Open = true; }
void DoQueueClose() { WantClose = true; }
void DoForceClose() { Open = false; Dirty = false; }
void DoSave() { Dirty = false; }
};
struct ExampleAppDocuments
{
ImVector<MyDocument> Documents;
ImVector<MyDocument*> CloseQueue;
MyDocument* RenamingDoc = NULL;
bool RenamingStarted = false;
ExampleAppDocuments()
{
Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f)));
Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f)));
}
// As we allow to change document name, we append a never-changing document ID so tabs are stable
void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size)
{
snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID);
}
// Display placeholder contents for the Document
static void DisplayContents(MyDocument* doc)
void DisplayDocContents(MyDocument* doc)
{
ImGui::PushID(doc);
ImGui::Text("Document \"%s\"", doc->Name);
ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
ImGui::PopStyleColor();
if (ImGui::Button("Modify", ImVec2(100, 0)))
doc->Dirty = true;
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Rename.."))
{
RenamingDoc = doc;
RenamingStarted = true;
}
ImGui::SameLine();
if (ImGui::Button("Save", ImVec2(100, 0)))
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Modify"))
doc->Dirty = true;
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Save"))
doc->DoSave();
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Close"))
CloseQueue.push_back(doc);
ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
ImGui::PopID();
}
// Display context menu for the Document
static void DisplayContextMenu(MyDocument* doc)
void DisplayDocContextMenu(MyDocument* doc)
{
if (!ImGui::BeginPopupContextItem())
return;
char buf[256];
sprintf(buf, "Save %s", doc->Name);
if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))
if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open))
doc->DoSave();
if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))
doc->DoQueueClose();
if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open))
RenamingDoc = doc;
if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open))
CloseQueue.push_back(doc);
ImGui::EndPopup();
}
};
struct ExampleAppDocuments
{
ImVector<MyDocument> Documents;
ExampleAppDocuments()
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
// give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
void NotifyOfDocumentsClosedElsewhere()
{
Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
Documents.push_back(MyDocument("A Rather Long Title", false));
Documents.push_back(MyDocument("Some Document", false));
for (MyDocument& doc : Documents)
{
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
};
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
// give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
{
for (MyDocument& doc : app.Documents)
{
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
void ShowExampleAppDocuments(bool* p_open)
{
static ExampleAppDocuments app;
@ -8443,8 +8575,8 @@ void ShowExampleAppDocuments(bool* p_open)
}
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (MyDocument& doc : app.Documents)
doc.DoQueueClose();
if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
app.CloseQueue.push_back(&doc);
if (ImGui::MenuItem("Exit") && p_open)
*p_open = false;
ImGui::EndMenu();
}
@ -8482,7 +8614,7 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
{
if (opt_reorderable)
NotifyOfDocumentsClosedElsewhere(app);
app.NotifyOfDocumentsClosedElsewhere();
// [DEBUG] Stress tests
//if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
@ -8494,20 +8626,23 @@ void ShowExampleAppDocuments(bool* p_open)
if (!doc.Open)
continue;
// As we allow to change document name, we append a never-changing document id so tabs are stable
char doc_name_buf[64];
app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf));
ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags);
bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc.Open && doc.Dirty)
{
doc.Open = true;
doc.DoQueueClose();
app.CloseQueue.push_back(&doc);
}
MyDocument::DisplayContextMenu(&doc);
app.DisplayDocContextMenu(&doc);
if (visible)
{
MyDocument::DisplayContents(&doc);
app.DisplayDocContents(&doc);
ImGui::EndTabItem();
}
}
@ -8516,33 +8651,44 @@ void ShowExampleAppDocuments(bool* p_open)
}
}
// Update closing queue
static ImVector<MyDocument*> close_queue;
if (close_queue.empty())
// Display renaming UI
if (app.RenamingDoc != NULL)
{
// Close queue is locked once we started a popup
for (MyDocument& doc : app.Documents)
if (doc.WantClose)
if (app.RenamingStarted)
ImGui::OpenPopup("Rename");
if (ImGui::BeginPopup("Rename"))
{
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30);
if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue))
{
doc.WantClose = false;
close_queue.push_back(&doc);
ImGui::CloseCurrentPopup();
app.RenamingDoc = NULL;
}
if (app.RenamingStarted)
ImGui::SetKeyboardFocusHere(-1);
ImGui::EndPopup();
}
else
{
app.RenamingDoc = NULL;
}
app.RenamingStarted = false;
}
// Display closing confirmation UI
if (!close_queue.empty())
if (!app.CloseQueue.empty())
{
int close_queue_unsaved_documents = 0;
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
for (int n = 0; n < app.CloseQueue.Size; n++)
if (app.CloseQueue[n]->Dirty)
close_queue_unsaved_documents++;
if (close_queue_unsaved_documents == 0)
{
// Close documents when all are unsaved
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
close_queue.clear();
for (int n = 0; n < app.CloseQueue.Size; n++)
app.CloseQueue[n]->DoForceClose();
app.CloseQueue.clear();
}
else
{
@ -8553,37 +8699,35 @@ void ShowExampleAppDocuments(bool* p_open)
ImGui::Text("Save change to the following items?");
float item_height = ImGui::GetTextLineHeightWithSpacing();
if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle))
{
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
ImGui::Text("%s", close_queue[n]->Name);
}
for (MyDocument* doc : app.CloseQueue)
if (doc->Dirty)
ImGui::Text("%s", doc->Name);
ImGui::EndChild();
ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
if (ImGui::Button("Yes", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
for (MyDocument* doc : app.CloseQueue)
{
if (close_queue[n]->Dirty)
close_queue[n]->DoSave();
close_queue[n]->DoForceClose();
if (doc->Dirty)
doc->DoSave();
doc->DoForceClose();
}
close_queue.clear();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("No", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
close_queue.clear();
for (MyDocument* doc : app.CloseQueue)
doc->DoForceClose();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", button_size))
{
close_queue.clear();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6
// dear imgui, v1.90.7
// (drawing and font code)
/*

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6
// dear imgui, v1.90.7
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -169,7 +169,6 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow();
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
@ -842,7 +841,8 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid
ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.
ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
// Additional status + semantic for ImGuiTestEngine
#ifdef IMGUI_ENABLE_TEST_ENGINE
@ -889,7 +889,7 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
@ -1187,6 +1187,7 @@ struct ImGuiNextItemData
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
float Width; // Set by SetNextItemWidth()
ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut()
bool OpenVal; // Set by SetNextItemOpen()
ImGuiCond OpenCond : 8;
@ -1202,9 +1203,10 @@ struct ImGuiLastItemData
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set.
ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set)
ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set)
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
};
@ -1400,7 +1402,8 @@ struct ImGuiInputEvent
// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner.
#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner.
//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit.
typedef ImS16 ImGuiKeyRoutingIndex;
@ -1408,13 +1411,13 @@ typedef ImS16 ImGuiKeyRoutingIndex;
struct ImGuiKeyRoutingData
{
ImGuiKeyRoutingIndex NextEntryIndex;
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
ImU8 RoutingCurrScore; // [DEBUG] For debug display
ImU8 RoutingNextScore; // Lower is better (0: perfect score)
ImGuiID RoutingCurr;
ImGuiID RoutingNext;
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
};
// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
@ -1438,73 +1441,47 @@ struct ImGuiKeyOwnerData
bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }
ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; }
};
// Extend ImGuiInputFlags_
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enum ImGuiInputFlags_
enum ImGuiInputFlagsPrivate_
{
// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_None = 0,
// Repeat mode
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
// Repeat mode: Specify when repeating key pressed can be interrupted.
// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
// - Repeat mode: Repeat rate selection
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
// - Repeat mode: Specify when repeating key pressed can be interrupted.
// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetItemKeyOwner()
ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetKeyOwner(), SetItemKeyOwner()
// Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 does it calls before Parent results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'.
// - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)).
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
// a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
// is claiming the same shortcut.
// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// - Can select only 1 policy among all available.
ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
// Routing polices: extra options
ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
// - Condition for SetItemKeyOwner()
ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,
ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip,
ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
};
@ -1942,6 +1919,7 @@ struct ImGuiContext
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
float CurrentDpiScale; // Current window/viewport DpiScale
ImDrawListSharedData DrawListSharedData;
double Time;
int FrameCount;
@ -1967,7 +1945,7 @@ struct ImGuiContext
ImVector<ImGuiWindowStackData> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame
ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING).
ImGuiID DebugBreakInWindow; // Set to break in Begin() call.
ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
@ -2010,9 +1988,9 @@ struct ImGuiContext
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system
// Key/Input Ownership + Shortcut Routing system
// - The idea is that instead of "eating" a given key, we can link to an owner.
// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
@ -2100,8 +2078,8 @@ struct ImGuiContext
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
@ -2268,7 +2246,7 @@ struct ImGuiContext
Initialized = false;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontSize = FontBaseSize = CurrentDpiScale = 0.0f;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f;
FrameCount = 0;
@ -2356,8 +2334,10 @@ struct ImGuiContext
NavTabbingDir = 0;
NavTabbingCounter = 0;
ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab;
ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab;
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
@ -2818,8 +2798,7 @@ struct ImGuiTableInstanceData
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
};
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory()
// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory()
struct IMGUI_API ImGuiTable
{
ImGuiID ID;
@ -2942,6 +2921,7 @@ struct IMGUI_API ImGuiTable
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs.
// sizeof() ~ 136 bytes.
struct IMGUI_API ImGuiTableTempData
{
@ -3064,6 +3044,7 @@ namespace ImGui
// NewFrame
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
@ -3204,23 +3185,21 @@ namespace ImGui
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord);
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key)
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord);
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)
{
ImGuiContext& g = *ctx;
if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);
return key;
}
@ -3240,7 +3219,7 @@ namespace ImGui
// [EXPERIMENTAL] Low-Level: Key/Input Ownership
// - The idea is that instead of "eating" a given input, we can link to an owner id.
// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
// - Input ownership is automatically released on the frame after a key is released. Therefore:
// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
@ -3248,12 +3227,12 @@ namespace ImGui
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
@ -3261,32 +3240,32 @@ namespace ImGui
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
// [EXPERIMENTAL] Shortcut Routing
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Multiple read sites may use the same owner id and will all get the granted route.
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
// - TL;DR;
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
// Shortcut Testing & Routing
// - Set Shortcut() and SetNextItemShortcut() in imgui.h
// - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check)
// - When using one of the routing option:
// - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.)
// - Routes are requested given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).
// - Multiple read sites may use the same owner id can all access the granted route.
// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
// e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id);
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// [EXPERIMENTAL] Focus Scope
@ -3545,6 +3524,8 @@ namespace ImGui
inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
//inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
@ -3552,9 +3533,6 @@ namespace ImGui
//inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
//inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
#endif
} // namespace ImGui

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6
// dear imgui, v1.90.7
// (tables and columns code)
/*
@ -320,6 +320,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
IM_ASSERT(inner_width >= 0.0f);
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
// FIXME: coarse clipping because access to table data causes two issues:
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
// The side-effects of accessing table data on coarse clip would be:
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
const ImVec2 avail_size = GetContentRegionAvail();
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
@ -328,6 +334,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
{
ItemSize(outer_rect);
ItemAdd(outer_rect, id);
return false;
}
@ -337,7 +344,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Acquire storage for the table
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
const ImGuiTableFlags table_last_flags = table->Flags;
// Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table);
@ -355,6 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Initialize
const int previous_frame_active = table->LastFrameActive;
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
const ImGuiTableFlags previous_flags = table->Flags;
table->ID = id;
table->Flags = flags;
table->LastFrameActive = g.FrameCount;
@ -401,7 +408,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
// Reset scroll if we are reactivating it
if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
// Create scrolling region (without border and zero window padding)
@ -514,7 +521,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
inner_window->DC.CurrentTableIdx = table_idx;
if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
table->IsResetDisplayOrderRequest = true;
// Mark as used to avoid GC
@ -1256,7 +1263,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
@ -1433,7 +1440,7 @@ void ImGui::EndTable()
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
{
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
table->ResizedColumnNextWidth = new_width;
}
@ -1462,7 +1469,10 @@ void ImGui::EndTable()
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
if (inner_window != outer_window)
{
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
EndChild();
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
}
else
{
@ -1963,7 +1973,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
}
}
@ -2925,6 +2936,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
}
// Write output
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
if (dirty && sort_specs != NULL)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
@ -2985,7 +2997,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
// The intent is that advanced users willing to create customized headers would not need to use this helper
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
@ -3302,7 +3314,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
// FIXME: Individual line clipping for right-most column is broken for negative angles.
ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text.
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
@ -4040,7 +4052,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
return offset / (columns->OffMaxX - columns->OffMinX);
}
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
{
@ -4051,7 +4063,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
@ -4366,7 +4378,7 @@ void ImGui::EndColumns()
ImGuiOldColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n);
const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
continue;

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6
// dear imgui, v1.90.7
// (widgets code)
/*
@ -547,7 +547,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
for (int button = 0; button < 3; button++)
if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
{
if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
}
@ -595,7 +595,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
pressed = true;
}
@ -1001,7 +1001,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seeked and saturated
// Update distance to grab now that we have seek'ed and saturated
if (seek_absolute)
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
}
@ -2309,7 +2309,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f;
const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
@ -2468,7 +2468,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
if (make_active && (clicked || double_clicked))
@ -3059,7 +3059,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool make_active = (clicked || g.NavActivateId == id);
if (make_active && clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
@ -3221,7 +3221,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
if (clicked || g.NavActivateId == id)
{
if (clicked)
@ -4309,6 +4309,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
SetKeyOwner(ImGuiKey_PageUp, id);
SetKeyOwner(ImGuiKey_PageDown, id);
}
// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id);
}
@ -4441,7 +4442,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
{
if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
@ -4449,7 +4450,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// FIXME: Implement Shift+Tab
/*
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
{
}
*/
@ -4457,7 +4458,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
if (io.InputQueueCharacters.Size > 0)
{
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
@ -4487,25 +4488,26 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active.
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;
const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;
const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;
const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable;
const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
// FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
@ -4530,7 +4532,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
if (is_wordmove_key_down)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)
else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
@ -4700,7 +4702,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
ImGuiInputTextFlags event_flag = 0;
ImGuiKey event_key = ImGuiKey_None;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id))
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
{
event_flag = ImGuiInputTextFlags_CallbackCompletion;
event_key = ImGuiKey_Tab;
@ -6767,7 +6769,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f
g.IO.InputQueueCharacters.resize(0);
// Handle backspace
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat))
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
{
char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
*p = 0;

View File

@ -41,7 +41,7 @@
// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.9 (2016-08-27) customizable move-by-word
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
// 1.7 (2015-09-13) change y range handling in case baseline is non-0

View File

@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
// If skip != 0, this tells stb_truetype to skip any codepoints for which
// there is no corresponding glyph. If skip=0, which is the default, then
// codepoints without a glyph recived the font's "missing character" glyph,
// codepoints without a glyph received the font's "missing character" glyph,
// typically an empty box by convention.
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above

View File

@ -11,7 +11,7 @@
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.