Demo tweaks. Comments. Compacting the rarely used AutoFitXXX fields in ImGuiWindowTempData.
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 68adbaf..554ea04 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -169,6 +169,7 @@
- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
of an enum value instead of the underlying integer value.
+- Demo: Renamed the "Help" menu to "Tools" (more accurate).
- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
diff --git a/imgui.cpp b/imgui.cpp
index 1557d59..f276b5f 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2704,8 +2704,8 @@
BeginOrderWithinContext = -1;
PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
- AutoFitOnlyGrows = false;
AutoFitChildAxises = 0x00;
+ AutoFitOnlyGrows = false;
AutoPosLastDirection = ImGuiDir_None;
HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
@@ -4729,7 +4729,7 @@
ImGuiWindow* child_window = g.CurrentWindow;
child_window->ChildId = id;
- child_window->AutoFitChildAxises = auto_fit_axises;
+ child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
// Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
// While this is not really documented/defined, it seems that the expected thing to do.
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 0c911df..09f3dae 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -106,8 +106,6 @@
#define IM_NEWLINE "\n"
#endif
-#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
-
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
@@ -153,8 +151,11 @@
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
- ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents).");
- ImGui::BulletText("Click and drag on any empty space to move window.");
+ ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
+ if (io.ConfigWindowsMoveFromTitleBarOnly)
+ ImGui::BulletText("Click and drag on title bar to move window.");
+ else
+ ImGui::BulletText("Click and drag on any empty space to move window.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
if (io.FontAllowUserScaling)
@@ -175,6 +176,12 @@
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
+// - ShowDemoWindowWidgets()
+// - ShowDemoWindowLayout()
+// - ShowDemoWindowPopups()
+// - ShowDemoWindowColumns()
+// - ShowDemoWindowMisc()
+//-----------------------------------------------------------------------------
// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
@@ -216,7 +223,7 @@
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
- // Dear ImGui Apps (accessible from the "Help" menu)
+ // Dear ImGui Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
@@ -289,7 +296,7 @@
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
- if (ImGui::BeginMenu("Help"))
+ if (ImGui::BeginMenu("Tools"))
{
ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
@@ -307,7 +314,7 @@
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("Please see the comments in imgui.cpp.");
- ImGui::BulletText("Please see the examples/ in application.");
+ ImGui::BulletText("Please see the examples/ application.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::Separator();
@@ -1495,6 +1502,8 @@
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
ImGui::BulletText("Drag and drop in standard widgets");
+ ImGui::SameLine();
+ HelpMarker("You can drag from the colored squares.");
ImGui::Indent();
static float col1[3] = { 1.0f,0.0f,0.2f };
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
@@ -1527,8 +1536,8 @@
// Our buttons are both drag sources and drag targets here!
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
{
- ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything)
- if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.)
+ ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything)
+ if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.)
if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
ImGui::EndDragDropSource();
@@ -1567,19 +1576,18 @@
if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)"))
{
- // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
- // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
+ // Submit an item (various types available) so we can query their status in the following block.
static int item_type = 1;
- static bool b = false;
- static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
- static char str[16] = {};
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
ImGui::SameLine();
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
bool ret = false;
+ static bool b = false;
+ static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
+ static char str[16] = {};
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
- if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
+ if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
@@ -1589,6 +1597,11 @@
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+
+ // Display the value of IsItemHovered() and other common item state functions.
+ // Note that the ImGuiHoveredFlags_XXX flags can be combined.
+ // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
+ // we query every state in a single call to avoid storing them and to simplify the code
ImGui::BulletText(
"Return value = %d\n"
"IsItemFocused() = %d\n"
@@ -1631,7 +1644,8 @@
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
- // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined.
+ // Testing IsWindowFocused() function with its various flags.
+ // Note that the ImGuiFocusedFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
@@ -1644,7 +1658,8 @@
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
- // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined.
+ // Testing IsWindowHovered() function with its various flags.
+ // Note that the ImGuiHoveredFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowHovered() = %d\n"
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
@@ -2798,6 +2813,8 @@
{
if (ImGui::CollapsingHeader("Filtering"))
{
+ // Helper class to easy setup a text filter.
+ // You may want to implement a more feature-full filtering scheme in your own application.
static ImGuiTextFilter filter;
ImGui::Text("Filter usage:\n"
" \"\" display all lines\n"
@@ -2815,12 +2832,14 @@
{
ImGuiIO& io = ImGui::GetIO();
+ // Display ImGuiIO output flags
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
+ // Display Keyboard/Mouse state
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
{
if (ImGui::IsMousePosValid())
@@ -2953,7 +2972,7 @@
//-----------------------------------------------------------------------------
// [SECTION] About Window / ShowAboutWindow()
-// Access from Dear ImGui Demo -> Help -> About
+// Access from Dear ImGui Demo -> Tools -> About
//-----------------------------------------------------------------------------
void ImGui::ShowAboutWindow(bool* p_open)
@@ -2965,7 +2984,7 @@
}
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
ImGui::Separator();
- ImGui::Text("By Omar Cornut and all dear imgui contributors.");
+ ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
static bool show_config_info = false;
@@ -3085,6 +3104,10 @@
//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
+// - ShowStyleSelector()
+// - ShowFontSelector()
+// - ShowStyleEditor()
+//-----------------------------------------------------------------------------
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
@@ -3379,6 +3402,9 @@
//-----------------------------------------------------------------------------
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//-----------------------------------------------------------------------------
+// - ShowExampleAppMainMenuBar()
+// - ShowExampleMenuFile()
+//-----------------------------------------------------------------------------
// Demonstrate creating a "main" fullscreen menu bar and populating it.
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
@@ -4174,7 +4200,7 @@
{
struct CustomConstraints // Helper functions to demonstrate programmatic constraints
{
- static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
+ static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); }
static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
};
diff --git a/imgui_internal.h b/imgui_internal.h
index acd2d25..edc0fb0 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1199,20 +1199,20 @@
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiWindowTempData
{
- ImVec2 CursorPos;
+ ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
ImVec2 CursorPosPrevLine;
- ImVec2 CursorStartPos; // Initial position in client area with padding
+ ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
ImVec2 CurrLineSize;
ImVec2 PrevLineSize;
- float CurrLineTextBaseOffset;
+ float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset;
- int TreeDepth;
- ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
- ImGuiID LastItemId;
- ImGuiItemStatusFlags LastItemStatusFlags;
- ImRect LastItemRect; // Interaction rect
- ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
+ int TreeDepth; // Current tree depth.
+ ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
+ ImGuiID LastItemId; // ID for last item
+ ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
+ ImRect LastItemRect; // Interaction rect for last item
+ ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
@@ -1222,7 +1222,7 @@
bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImVector<ImGuiWindow*> ChildWindows;
- ImGuiStorage* StateStorage;
+ ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
@@ -1287,9 +1287,9 @@
ImVec2 SizeFull; // Size when non collapsed
ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
- ImVec2 WindowPadding; // Window padding at the time of begin.
- float WindowRounding; // Window rounding at the time of begin.
- float WindowBorderSize; // Window border size at the time of begin.
+ ImVec2 WindowPadding; // Window padding at the time of Begin().
+ float WindowRounding; // Window rounding at the time of Begin().
+ float WindowBorderSize; // Window border size at the time of Begin().
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
@@ -1298,7 +1298,7 @@
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
- bool ScrollbarX, ScrollbarY;
+ bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
bool WriteAccessed; // Set to true when any widget access the current window
@@ -1313,9 +1313,9 @@
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.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
- int AutoFitFramesX, AutoFitFramesY;
+ ImS8 AutoFitFramesX, AutoFitFramesY;
+ ImS8 AutoFitChildAxises;
bool AutoFitOnlyGrows;
- int AutoFitChildAxises;
ImGuiDir AutoPosLastDirection;
int HiddenFramesCanSkipItems; // Hide the window for N frames
int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
@@ -1338,7 +1338,7 @@
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
int LastFrameActive; // Last frame number the window was Active.
- float LastTimeActive;
+ float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;