mirror of
https://github.com/bkaradzic/bgfx.git
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Updated ImGui.
This commit is contained in:
81
3rdparty/ocornut-imgui/imgui.cpp
vendored
81
3rdparty/ocornut-imgui/imgui.cpp
vendored
@@ -251,6 +251,7 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
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- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
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- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
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@@ -4280,7 +4281,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
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}
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// Render a triangle to denote expanded/collapsed state
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void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
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void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@@ -4309,7 +4310,7 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
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c = ImVec2(-0.500f,-0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_Count_:
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case ImGuiDir_COUNT:
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IM_ASSERT(0);
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break;
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}
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@@ -5203,8 +5204,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
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// Combo Box policy (we want a connecting edge)
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if (policy == ImGuiPopupPositionPolicy_ComboBox)
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{
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
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{
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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if (n != -1 && dir == *last_dir) // Already tried this direction?
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@@ -5222,8 +5223,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
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}
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// Default popup policy
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
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{
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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if (n != -1 && dir == *last_dir) // Already tried this direction?
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@@ -6082,7 +6083,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (ButtonBehavior(bb, id, NULL, NULL))
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window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
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RenderNavHighlight(bb, id);
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RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
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RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
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}
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// Close button
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@@ -6601,8 +6602,8 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] =
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static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
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{
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IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
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IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_Count_);
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IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
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IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
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return &GStyleVarInfo[idx];
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}
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@@ -7667,6 +7668,32 @@ bool ImGui::SmallButton(const char* label)
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return pressed;
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}
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bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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ImGuiContext& g = *GImGui;
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const ImGuiID id = window->GetID(str_id);
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float sz = ImGui::GetFrameHeight();
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
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ItemSize(bb);
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if (!ItemAdd(bb, id))
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return false;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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// Render
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const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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RenderNavHighlight(bb, id);
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RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
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RenderArrow(bb.Min + g.Style.FramePadding, dir);
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return pressed;
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}
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// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
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// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
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bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
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@@ -7740,7 +7767,7 @@ bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFla
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const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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RenderNavHighlight(bb, id);
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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RenderTriangle(bb.Min + padding, dir, 1.0f);
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RenderArrow(bb.Min + padding, dir, 1.0f);
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return pressed;
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}
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@@ -8070,7 +8097,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Framed type
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
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RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
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if (g.LogEnabled)
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{
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// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
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@@ -8097,7 +8124,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (flags & ImGuiTreeNodeFlags_Bullet)
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RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
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else if (!(flags & ImGuiTreeNodeFlags_Leaf))
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RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
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RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
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if (g.LogEnabled)
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LogRenderedText(&text_pos, ">");
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RenderText(text_pos, label, label_end, false);
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@@ -8566,7 +8593,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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const ImGuiStyle& style = g.Style;
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// Draw frame
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const ImU32 frame_col = GetColorU32((g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav) ? ImGuiCol_FrameBgActive : ImGuiCol_FrameBg);
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const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
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RenderNavHighlight(frame_bb, id);
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RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
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@@ -10577,16 +10604,19 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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ImGuiContext& g = *GImGui;
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ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
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g.NextWindowData.SizeConstraintCond = 0;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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const float w = CalcItemWidth();
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const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
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const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
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ItemSize(total_bb, style.FramePadding.y);
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@@ -10597,13 +10627,18 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
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bool popup_open = IsPopupOpen(id);
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const float arrow_size = GetFrameHeight();
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const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
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const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
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RenderNavHighlight(frame_bb, id);
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RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
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RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
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if (preview_value != NULL)
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if (!(flags & ImGuiComboFlags_NoPreview))
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window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
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if (!(flags & ImGuiComboFlags_NoArrowButton))
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{
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window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
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RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
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}
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RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
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if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
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RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
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if (label_size.x > 0)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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@@ -11154,7 +11189,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
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if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
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RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
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if (!enabled) PopStyleColor();
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}
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@@ -11730,7 +11765,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui
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case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
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case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_None: case ImGuiDir_Count_: break; // Fix warnings
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case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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}
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}
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@@ -13231,7 +13266,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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if (ImGui::TreeNode("Internal state"))
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{
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const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
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const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
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ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
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ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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28
3rdparty/ocornut-imgui/imgui.h
vendored
28
3rdparty/ocornut-imgui/imgui.h
vendored
@@ -78,11 +78,12 @@ struct ImGuiContext; // ImGui context (opaque)
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typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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#endif
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// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
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// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
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typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
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typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
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typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
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typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
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@@ -312,6 +313,7 @@ namespace ImGui
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// Widgets: Main
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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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)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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@@ -639,6 +641,8 @@ enum ImGuiComboFlags_
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ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
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ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
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ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
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ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
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ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
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ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
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};
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@@ -685,6 +689,17 @@ enum ImGuiDragDropFlags_
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#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
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#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
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// A direction
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enum ImGuiDir_
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{
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ImGuiDir_None = -1,
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3,
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ImGuiDir_COUNT
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};
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// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
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enum ImGuiKey_
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{
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@@ -845,11 +860,11 @@ enum ImGuiStyleVar_
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ImGuiStyleVar_GrabRounding, // float GrabRounding
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ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
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ImGuiStyleVar_ViewId, // uint8_t
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ImGuiStyleVar_Count_
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ImGuiStyleVar_COUNT
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// Obsolete names (will be removed)
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
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, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
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#endif
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};
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@@ -894,7 +909,12 @@ enum ImGuiMouseCursor_
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ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
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ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
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ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
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ImGuiMouseCursor_Count_
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ImGuiMouseCursor_COUNT
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||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
|
||||
#endif
|
||||
};
|
||||
|
||||
// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
|
||||
|
||||
10
3rdparty/ocornut-imgui/imgui_demo.cpp
vendored
10
3rdparty/ocornut-imgui/imgui_demo.cpp
vendored
@@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
// Arrow buttons
|
||||
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
|
||||
|
||||
ImGui::Text("Hover over me");
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("I am a tooltip");
|
||||
@@ -1987,12 +1993,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (ImGui::TreeNode("Mouse cursors"))
|
||||
{
|
||||
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
|
||||
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_);
|
||||
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
|
||||
|
||||
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
|
||||
ImGui::Text("Hover to see mouse cursors:");
|
||||
ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
|
||||
for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
|
||||
|
||||
4
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
4
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
@@ -1351,7 +1351,7 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA
|
||||
" - XX XX - "
|
||||
};
|
||||
|
||||
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
|
||||
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
@@ -1624,7 +1624,7 @@ void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, I
|
||||
|
||||
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
|
||||
{
|
||||
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_Count_)
|
||||
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
|
||||
return false;
|
||||
if (Flags & ImFontAtlasFlags_NoMouseCursors)
|
||||
return false;
|
||||
|
||||
14
3rdparty/ocornut-imgui/imgui_internal.h
vendored
14
3rdparty/ocornut-imgui/imgui_internal.h
vendored
@@ -260,16 +260,6 @@ enum ImGuiDataType
|
||||
ImGuiDataType_Float2
|
||||
};
|
||||
|
||||
enum ImGuiDir
|
||||
{
|
||||
ImGuiDir_None = -1,
|
||||
ImGuiDir_Left = 0,
|
||||
ImGuiDir_Right = 1,
|
||||
ImGuiDir_Up = 2,
|
||||
ImGuiDir_Down = 3,
|
||||
ImGuiDir_Count_
|
||||
};
|
||||
|
||||
enum ImGuiInputSource
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
@@ -277,7 +267,7 @@ enum ImGuiInputSource
|
||||
ImGuiInputSource_Nav,
|
||||
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
|
||||
ImGuiInputSource_NavGamepad, // "
|
||||
ImGuiInputSource_Count_,
|
||||
ImGuiInputSource_COUNT,
|
||||
};
|
||||
|
||||
// FIXME-NAV: Clarify/expose various repeat delay/rate
|
||||
@@ -1098,7 +1088,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
|
||||
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
||||
|
||||
Reference in New Issue
Block a user