Updated ImGui.

This commit is contained in:
Бранимир Караџић
2023-09-04 08:24:33 -07:00
parent 17ab1e2a62
commit 635381293b
7 changed files with 544 additions and 396 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.89.8 WIP
// dear imgui, v1.89.9
// (demo code)
// Help:
@@ -10,9 +10,9 @@
// Read imgui.cpp for more details, documentation and comments.
// Get the latest version at https://github.com/ocornut/imgui
// -------------------------------------------------
//---------------------------------------------------
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
// -------------------------------------------------
//---------------------------------------------------
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
@@ -26,14 +26,23 @@
// Thank you,
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls,
// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to
// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller
// in size. It also happens to be a convenient way of storing simple UI related information as long as your function
// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,
// but most of the real data you would be editing is likely going to be stored outside your functions.
//--------------------------------------------
// ABOUT THE MEANING OF THE 'static' KEYWORD:
//--------------------------------------------
// In this demo code, we frequently use 'static' variables inside functions.
// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function.
// Think of "static int n = 0;" as "global int n = 0;" !
// We do this IN THE DEMO because we want:
// - to gather code and data in the same place.
// - to make the demo source code faster to read, faster to change, smaller in size.
// - it is also a convenient way of storing simple UI related information as long as your function
// doesn't need to be reentrant or used in multiple threads.
// This might be a pattern you will want to use in your code, but most of the data you would be working
// with in a complex codebase is likely going to be stored outside your functions.
//-----------------------------------------
// ABOUT THE CODING STYLE OF OUR DEMO CODE
//-----------------------------------------
// The Demo code in this file is designed to be easy to copy-and-paste into your application!
// Because of this:
// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
@@ -94,6 +103,9 @@ Index of this file:
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, atoi
#include <stdint.h> // intptr_t
#if !defined(_MSC_VER) || _MSC_VER >= 1800
#include <inttypes.h> // PRId64/PRIu64, not avail in some MinGW headers.
#endif
// Visual Studio warnings
#ifdef _MSC_VER
@@ -142,14 +154,13 @@ Index of this file:
#define vsnprintf _vsnprintf
#endif
// Format specifiers, printing 64-bit hasn't been decently standardized...
// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
#ifdef _MSC_VER
#define IM_PRId64 "I64d"
#define IM_PRIu64 "I64u"
#else
#define IM_PRId64 "lld"
#define IM_PRIu64 "llu"
// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013)
#if !defined(PRId64) && defined(_MSC_VER)
#define PRId64 "I64d"
#define PRIu64 "I64u"
#elif !defined(PRId64)
#define PRId64 "lld"
#define PRIu64 "llu"
#endif
// Helpers macros
@@ -176,19 +187,19 @@ Index of this file:
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open);
static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppSimpleOverlay(bool* p_open);
static void ShowExampleAppAutoResize(bool* p_open);
static void ShowExampleAppConstrainedResize(bool* p_open);
static void ShowExampleAppSimpleOverlay(bool* p_open);
static void ShowExampleAppFullscreen(bool* p_open);
static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// We split the contents of the big ShowDemoWindow() function into smaller functions
@@ -244,59 +255,59 @@ void* GImGuiDemoMarkerCallbackUserData = NULL;
void ImGui::ShowDemoWindow(bool* p_open)
{
// Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
// Most functions would normally just crash if the context is missing.
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
// 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!");
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_documents = false;
static bool show_app_console = false;
static bool show_app_custom_rendering = false;
static bool show_app_documents = false;
static bool show_app_log = false;
static bool show_app_layout = false;
static bool show_app_property_editor = false;
static bool show_app_long_text = false;
static bool show_app_simple_overlay = false;
static bool show_app_auto_resize = false;
static bool show_app_constrained_resize = false;
static bool show_app_simple_overlay = false;
static bool show_app_fullscreen = false;
static bool show_app_long_text = false;
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Tools/Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_debug_log = false;
static bool show_app_stack_tool = false;
static bool show_app_about = false;
static bool show_app_style_editor = false;
// Dear ImGui Tools (accessible from the "Tools" menu)
static bool show_tool_metrics = false;
static bool show_tool_debug_log = false;
static bool show_tool_stack_tool = false;
static bool show_tool_style_editor = false;
static bool show_tool_about = false;
if (show_app_metrics)
ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_debug_log)
ImGui::ShowDebugLogWindow(&show_app_debug_log);
if (show_app_stack_tool)
ImGui::ShowStackToolWindow(&show_app_stack_tool);
if (show_app_about)
ImGui::ShowAboutWindow(&show_app_about);
if (show_app_style_editor)
if (show_tool_metrics)
ImGui::ShowMetricsWindow(&show_tool_metrics);
if (show_tool_debug_log)
ImGui::ShowDebugLogWindow(&show_tool_debug_log);
if (show_tool_stack_tool)
ImGui::ShowStackToolWindow(&show_tool_stack_tool);
if (show_tool_style_editor)
{
ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);
ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor);
ImGui::ShowStyleEditor();
ImGui::End();
}
if (show_tool_about)
ImGui::ShowAboutWindow(&show_tool_about);
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
@@ -357,18 +368,23 @@ void ImGui::ShowDemoWindow(bool* p_open)
{
IMGUI_DEMO_MARKER("Menu/Examples");
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::SeparatorText("Mini apps");
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("Log", NULL, &show_app_log);
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::MenuItem("Log", NULL, &show_app_log);
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
ImGui::SeparatorText("Concepts");
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::EndMenu();
}
//if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!
@@ -380,11 +396,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
#else
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools);
ImGui::MenuItem("Stack Tool", NULL, &show_tool_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
@@ -2144,12 +2160,12 @@ static void ShowDemoWindowWidgets()
ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64);
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64);
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64);
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms");
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms");
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms");
ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64);
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms");
ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
@@ -2162,8 +2178,8 @@ static void ShowDemoWindowWidgets()
ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
static bool inputs_step = true;
@@ -3769,6 +3785,14 @@ struct MyItem
// very often by the sorting algorithm it would be a little wasteful.
static const ImGuiTableSortSpecs* s_current_sort_specs;
static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count)
{
s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function.
if (items_count > 1)
qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs);
s_current_sort_specs = NULL;
}
// Compare function to be used by qsort()
static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
{
@@ -4764,9 +4788,9 @@ static void ShowDemoWindowTables()
if (ImGui::TreeNode("Row height"))
{
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))
{
for (int row = 0; row < 10; row++)
for (int row = 0; row < 8; row++)
{
float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
@@ -4775,6 +4799,45 @@ static void ShowDemoWindowTables()
}
ImGui::EndTable();
}
HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines.");
if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
ImGui::TableNextColumn();
ImGui::Text("Line 1");
ImGui::Text("Line 2");
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
ImGui::TableNextColumn();
ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column
ImGui::Text("Line 1, with SameLine(0,0)");
ImGui::Text("Line 2");
ImGui::EndTable();
}
HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.");
if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders))
{
ImGuiStyle& style = ImGui::GetStyle();
for (int row = 0; row < 8; row++)
{
if ((row % 3) == 2)
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f));
ImGui::TableNextRow(ImGuiTableRowFlags_None);
ImGui::TableNextColumn();
ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
if ((row % 3) == 2)
ImGui::PopStyleVar();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
@@ -5266,14 +5329,11 @@ static void ShowDemoWindowTables()
ImGui::TableHeadersRow();
// Sort our data if sort specs have been changed!
if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())
if (sorts_specs->SpecsDirty)
if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs())
if (sort_specs->SpecsDirty)
{
MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
if (items.Size > 1)
qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
MyItem::s_current_sort_specs = NULL;
sorts_specs->SpecsDirty = false;
MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
sort_specs->SpecsDirty = false;
}
// Demonstrate using clipper for large vertical lists
@@ -5481,15 +5541,13 @@ static void ShowDemoWindowTables()
ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
// Sort our data if sort specs have been changed!
ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();
if (sorts_specs && sorts_specs->SpecsDirty)
ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs();
if (sort_specs && sort_specs->SpecsDirty)
items_need_sort = true;
if (sorts_specs && items_need_sort && items.Size > 1)
if (sort_specs && items_need_sort && items.Size > 1)
{
MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
MyItem::s_current_sort_specs = NULL;
sorts_specs->SpecsDirty = false;
MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
sort_specs->SpecsDirty = false;
}
items_need_sort = false;
@@ -6197,9 +6255,8 @@ void ImGui::ShowFontSelector(const char* label)
ImFont* font_current = ImGui::GetFont();
if (ImGui::BeginCombo(label, font_current->GetDebugName()))
{
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
for (ImFont* font : io.Fonts->Fonts)
{
ImFont* font = io.Fonts->Fonts[n];
ImGui::PushID((void*)font);
if (ImGui::Selectable(font->GetDebugName(), font == font_current))
io.FontDefault = font;
@@ -6807,9 +6864,8 @@ struct ExampleAppConsole
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (int i = 0; i < Items.Size; i++)
for (const char* item : Items)
{
const char* item = Items[i];
if (!Filter.PassFilter(item))
continue;
@@ -7298,6 +7354,7 @@ static void ShowPlaceholderObject(const char* prefix, int uid)
}
// Demonstrate create a simple property editor.
// This demo is a bit lackluster nowadays, would be nice to improve.
static void ShowExampleAppPropertyEditor(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);
@@ -7306,23 +7363,24 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Property Editor");
IMGUI_DEMO_MARKER("Examples/Property Editor");
HelpMarker(
"This example shows how you may implement a property editor using two columns.\n"
"All objects/fields data are dummies here.\n"
"Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n"
"your cursor horizontally instead of using the Columns() API.");
"All objects/fields data are dummies here.\n");
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))
if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
{
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Object");
ImGui::TableSetupColumn("Contents");
ImGui::TableHeadersRow();
// Iterate placeholder objects (all the same data)
for (int obj_i = 0; obj_i < 4; obj_i++)
{
ShowPlaceholderObject("Object", obj_i);
//ImGui::Separator();
}
ImGui::EndTable();
}
ImGui::PopStyleVar();
@@ -7866,6 +7924,43 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImGui::EndTabItem();
}
// Demonstrate out-of-order rendering via channels splitting
// We use functions in ImDrawList as each draw list contains a convenience splitter,
// but you can also instantiate your own ImDrawListSplitter if you need to nest them.
if (ImGui::BeginTabItem("Draw Channels"))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
{
ImGui::Text("Blue shape is drawn first: appears in back");
ImGui::Text("Red shape is drawn after: appears in front");
ImVec2 p0 = ImGui::GetCursorScreenPos();
draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red
ImGui::Dummy(ImVec2(75, 75));
}
ImGui::Separator();
{
ImGui::Text("Blue shape is drawn first, into channel 1: appears in front");
ImGui::Text("Red shape is drawn after, into channel 0: appears in back");
ImVec2 p1 = ImGui::GetCursorScreenPos();
// Create 2 channels and draw a Blue shape THEN a Red shape.
// You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls.
draw_list->ChannelsSplit(2);
draw_list->ChannelsSetCurrent(1);
draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
draw_list->ChannelsSetCurrent(0);
draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red
// Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1.
// This works by copying draw indices only (vertices are not copied).
draw_list->ChannelsMerge();
ImGui::Dummy(ImVec2(75, 75));
ImGui::Text("After reordering, contents of channel 0 appears below channel 1.");
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
@@ -7957,12 +8052,11 @@ struct ExampleAppDocuments
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
{
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
for (MyDocument& doc : app.Documents)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open && doc->OpenPrev)
ImGui::SetTabItemClosed(doc->Name);
doc->OpenPrev = doc->Open;
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
@@ -7987,23 +8081,19 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::BeginMenu("File"))
{
int open_count = 0;
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
open_count += app.Documents[doc_n].Open ? 1 : 0;
for (MyDocument& doc : app.Documents)
open_count += doc.Open ? 1 : 0;
if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
{
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
if (ImGui::MenuItem(doc->Name))
doc->DoOpen();
}
for (MyDocument& doc : app.Documents)
if (!doc.Open && ImGui::MenuItem(doc.Name))
doc.DoOpen();
ImGui::EndMenu();
}
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
app.Documents[doc_n].DoQueueClose();
for (MyDocument& doc : app.Documents)
doc.DoQueueClose();
if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
*p_open = false;
ImGui::EndMenu();
@@ -8014,13 +8104,13 @@ void ShowExampleAppDocuments(bool* p_open)
// [Debug] List documents with one checkbox for each
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
MyDocument& doc = app.Documents[doc_n];
if (doc_n > 0)
ImGui::SameLine();
ImGui::PushID(doc);
if (ImGui::Checkbox(doc->Name, &doc->Open))
if (!doc->Open)
doc->DoForceClose();
ImGui::PushID(&doc);
if (ImGui::Checkbox(doc.Name, &doc.Open))
if (!doc.Open)
doc.DoForceClose();
ImGui::PopID();
}
@@ -8049,26 +8139,25 @@ void ShowExampleAppDocuments(bool* p_open)
//if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
// Submit Tabs
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
for (MyDocument& doc : app.Documents)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
if (!doc.Open)
continue;
ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);
ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc.Name, &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)
if (!doc.Open && doc.Dirty)
{
doc->Open = true;
doc->DoQueueClose();
doc.Open = true;
doc.DoQueueClose();
}
MyDocument::DisplayContextMenu(doc);
MyDocument::DisplayContextMenu(&doc);
if (visible)
{
MyDocument::DisplayContents(doc);
MyDocument::DisplayContents(&doc);
ImGui::EndTabItem();
}
}
@@ -8082,15 +8171,12 @@ void ShowExampleAppDocuments(bool* p_open)
if (close_queue.empty())
{
// Close queue is locked once we started a popup
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (doc->WantClose)
for (MyDocument& doc : app.Documents)
if (doc.WantClose)
{
doc->WantClose = false;
close_queue.push_back(doc);
doc.WantClose = false;
close_queue.push_back(&doc);
}
}
}
// Display closing confirmation UI