Merged from Docking branch: Various small changes, comments, typos fixes, moved blocks. To reduce overall drift. Should be no-op.
diff --git a/imgui.cpp b/imgui.cpp
index 2e26ddc..ba54366 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -937,8 +937,8 @@
#endif
// Debug options
-#define IMGUI_DEBUG_NAV_SCORING 0
-#define IMGUI_DEBUG_NAV_RECTS 0
+#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
+#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
// Visual Studio warnings
#ifdef _MSC_VER
@@ -998,7 +998,6 @@
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
-static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImRect GetViewportRect();
@@ -1033,7 +1032,7 @@
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
-static void RenderOuterBorders(ImGuiWindow* window, int border_held);
+static void RenderOuterBorders(ImGuiWindow* window);
}
@@ -1170,7 +1169,8 @@
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
- // Miscellaneous configuration options
+ // Miscellaneous options
+ MouseDrawCursor = false;
#ifdef __APPLE__
ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
@@ -2522,6 +2522,7 @@
Appearing = false;
Hidden = false;
HasCloseButton = false;
+ ResizeBorderHeld = -1;
BeginCount = 0;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
@@ -2850,7 +2851,8 @@
if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
- // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
+ // Special handling for the dummy item after Begin() which represent the title bar or tab.
+ // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
return false;
return true;
@@ -3084,13 +3086,17 @@
{
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
// We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
- // This is because we want ActiveId to be set even when the window is stuck from moving.
+ // This is because we want ActiveId to be set even when the window is not permitted to move.
ImGuiContext& g = *GImGui;
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
- if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+
+ bool can_move_window = true;
+ if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+ can_move_window = false;
+ if (can_move_window)
g.MovingWindow = window;
}
@@ -3158,7 +3164,8 @@
}
else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
{
- FocusWindow(NULL); // Clicking on void disable focus
+ // Clicking on void disable focus
+ FocusWindow(NULL);
}
}
@@ -3406,7 +3413,7 @@
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
- // Setup current font and draw list
+ // Setup current font and draw list shared data
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@@ -3418,7 +3425,7 @@
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
- // Mark rendering data as invalid to prevent user who may have a handle on it to use it
+ // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
g.DrawData.Clear();
// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
@@ -3545,7 +3552,7 @@
ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
- g.SettingsHandlers.push_front(ini_handler);
+ g.SettingsHandlers.push_back(ini_handler);
g.Initialized = true;
}
@@ -3585,8 +3592,7 @@
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
- g.HoveredWindow = NULL;
- g.HoveredRootWindow = NULL;
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorModifiers.clear();
@@ -3691,7 +3697,7 @@
}
}
-static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
+static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->Flags & ImGuiWindowFlags_Tooltip)
@@ -3827,7 +3833,8 @@
AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
}
- IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
+ // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+ IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
g.Windows.swap(g.WindowsSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount;
@@ -3859,11 +3866,11 @@
{
ImGuiWindow* window = g.Windows[n];
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
- AddWindowToDrawDataSelectLayer(window);
+ AddRootWindowToDrawData(window);
}
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
- AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
+ AddRootWindowToDrawData(windows_to_render_front_most[n]);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
@@ -4227,7 +4234,10 @@
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- return g.NavId && !g.NavDisableHighlight && g.NavId == window->DC.LastItemId;
+
+ if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+ return false;
+ return true;
}
bool ImGui::IsItemClicked(int mouse_button)
@@ -4561,13 +4571,16 @@
}
else
{
- // When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
+ // Maximum window size is determined by the display size
const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
ImVec2 size_min = style.WindowMinSize;
if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
+
+ // When the window cannot fit all contents (either because of constraints, either because screen is too small),
+ // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
@@ -4783,13 +4796,15 @@
window->Size = window->SizeFull;
}
-static void ImGui::RenderOuterBorders(ImGuiWindow* window, int border_held)
+static void ImGui::RenderOuterBorders(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
float rounding = window->WindowRounding;
float border_size = window->WindowBorderSize;
if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+
+ int border_held = window->ResizeBorderHeld;
if (border_held != -1)
{
struct ImGuiResizeBorderDef
@@ -5111,9 +5126,10 @@
window->Pos = FindBestWindowPosForPopup(window);
// Clamp position so it stays visible
- if (!(flags & ImGuiWindowFlags_ChildWindow))
+ // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
{
- if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
@@ -5139,8 +5155,12 @@
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
- if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+ {
+ if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
+ else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+ want_focus = true;
+ }
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
@@ -5149,6 +5169,7 @@
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
if (!window->Collapsed)
UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
+ window->ResizeBorderHeld = (signed char)border_held;
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
@@ -5187,6 +5208,7 @@
}
// Draw window + handle manual resize
+ // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
@@ -5207,8 +5229,11 @@
if (!(flags & ImGuiWindowFlags_NoBackground))
{
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
+ float alpha = 1.0f;
if (g.NextWindowData.BgAlphaCond != 0)
- bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
+ alpha = g.NextWindowData.BgAlphaVal;
+ if (alpha != 1.0f)
+ bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
}
g.NextWindowData.BgAlphaCond = 0;
@@ -5251,7 +5276,7 @@
}
// Borders
- RenderOuterBorders(window, border_held);
+ RenderOuterBorders(window);
}
// Draw navigation selection/windowing rectangle border
@@ -5408,7 +5433,8 @@
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
- // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
+ // We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+ // This is useful to allow creating context menus on title bar only, etc.
window->DC.LastItemId = window->MoveId;
window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
window->DC.LastItemRect = title_bar_rect;
@@ -5428,7 +5454,6 @@
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
-
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesRegular = 1;
@@ -5553,7 +5578,7 @@
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false;
g.NavLayer = ImGuiNavLayer_Main;
- //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
+ //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
// Passing NULL allow to disable keyboard focus
@@ -6821,7 +6846,7 @@
// FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
// Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
// The current code will set focus to the parent of the popup window which is incorrect.
- // It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window,
+ // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window,
// leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
// However if the clicked window has the _NoMove flag set we would be left with B focused.
// For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
@@ -8728,6 +8753,9 @@
//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
// Pass text data straight to log (without being displayed)
void ImGui::LogText(const char* fmt, ...)
@@ -8931,6 +8959,13 @@
return NULL;
}
+ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
+{
+ if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0)))
+ return settings;
+ return CreateNewWindowSettings(name);
+}
+
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
{
size_t file_data_size = 0;
diff --git a/imgui.h b/imgui.h
index 0d73eea..c46c1db 100644
--- a/imgui.h
+++ b/imgui.h
@@ -255,7 +255,8 @@
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
- IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
+ IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
+
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
@@ -1281,7 +1282,7 @@
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
- ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
+ ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
@@ -1298,16 +1299,16 @@
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
- ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+ ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For hi-dpi/retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
- // Miscellaneous configuration options
+ // 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 back-end 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 (was called io.OptMacOSXBehaviors prior to 1.63)
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
- bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
+ bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
//------------------------------------------------------------------
// Platform Functions
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index ffdc106..d22434a 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -338,6 +338,7 @@
if (ImGui::TreeNode("Backend Flags"))
{
+ ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
@@ -2806,8 +2807,8 @@
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::Text("Rounding");
- ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f");
- ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
diff --git a/imgui_internal.h b/imgui_internal.h
index 141c05c..6869070 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -126,6 +126,7 @@
#else
#define IM_NEWLINE "\n"
#endif
+
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
@@ -286,14 +287,6 @@
// Misc data structures
//-----------------------------------------------------------------------------
-// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
-struct ImVec1
-{
- float x;
- ImVec1() { x = 0.0f; }
- ImVec1(float _x) { x = _x; }
-};
-
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
@@ -352,6 +345,19 @@
ImGuiSeparatorFlags_Vertical = 1 << 1
};
+// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
+// This is going to be exposed in imgui.h when stabilized enough.
+enum ImGuiItemFlags_
+{
+ ImGuiItemFlags_NoTabStop = 1 << 0, // false
+ ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
+ ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
+ ImGuiItemFlags_NoNav = 1 << 3, // false
+ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
+ ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
+ ImGuiItemFlags_Default_ = 0
+};
+
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
@@ -460,6 +466,15 @@
ImGuiPopupPositionPolicy_ComboBox
};
+// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
+struct ImVec1
+{
+ float x;
+ ImVec1() { x = 0.0f; }
+ ImVec1(float _x) { x = _x; }
+};
+
+
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect
@@ -585,8 +600,8 @@
struct ImGuiSettingsHandler
{
- const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
- ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
+ const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
+ ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0)
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
@@ -726,6 +741,10 @@
}
};
+//-----------------------------------------------------------------------------
+// Tabs
+//-----------------------------------------------------------------------------
+
struct ImGuiTabBarSortItem
{
int Index;
@@ -1010,18 +1029,9 @@
}
};
-// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
-// This is going to be exposed in imgui.h when stabilized enough.
-enum ImGuiItemFlags_
-{
- ImGuiItemFlags_NoTabStop = 1 << 0, // false
- ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
- ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
- ImGuiItemFlags_NoNav = 1 << 3, // false
- ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
- ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
- ImGuiItemFlags_Default_ = 0
-};
+//-----------------------------------------------------------------------------
+// ImGuiWindow
+//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
@@ -1134,6 +1144,7 @@
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
+ signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
@@ -1317,6 +1328,7 @@
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
+ IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Basic Accessors