Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_widgets.cpp
This commit is contained in:
ocornut
2024-10-18 18:59:27 +02:00
14 changed files with 421 additions and 286 deletions
+34 -9
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@@ -41,10 +41,12 @@ HOW TO UPDATE?
Breaking changes:
- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with newly
exposed and reworked features. Kept inline redirection enum (will obsolete).
- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
- This removes the requirement to redefine it for backends which are e.g. storing
descriptor sets or other 64-bits structures when building on 32-bits archs.
It therefore simplify various building scripts/helpers.
descriptor sets or other 64-bits structures when building on 32-bits archs
(namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
- You may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID'
when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
In doubt it is almost always better to do an intermediate intptr_t cast, since it
@@ -67,13 +69,30 @@ Other changes:
state to draw callbacks. (#6969, #5834, #7468, #3590)
- IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
- Error Handling: turned a few more functions into recoverable errors. (#1651)
- Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200)
- Nav: pressing escape to hide nav highlight doesn't clear location from when ctrl+tabbing
back into same window later.
- Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most
window. (#3200)
- Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. Can be relevant
when e.g activating the item with mouse, then ctrl+tabbing back and forth.
- Nav (Keyboard/Gamepad navigation):
- Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure
visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787)
- Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling
of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
- Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
- Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of
navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
- Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have a specific effect.
- Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window,
is for some reason your app relies on imgui focus to take other decisions.
- Nav: pressing escape to hide nav highlight doesn't clear location from when Ctrl+Tabbing
back into same window later.
- Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most
window. (#3200)
- Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. Can be relevant
when e.g activating the item with mouse, then Ctrl+Tabbing back and forth.
- Disabled: clicking a disabled item focuses parent window. (#8064)
- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but
not display navigation highlight. Properly navigation on it by default. (#8057)
- InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation. (#8057)
- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation
(1.91.3 regression). (#8036)
- DrawList: AddCallback() added an optional size parameter allowing to copy and
@@ -89,6 +108,12 @@ Other changes:
preventing use of external shortcuts not guarded by an ActiveId check. (#8048) [@geertbleyen]
- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
enabled or not. (#6417)
- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not
supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065)
- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render
OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE.
Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help).
(#7927, #7187, #6591, #6607) [@pthom]
- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590)
- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
+1 -1
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@@ -405,7 +405,7 @@ DirectX9:
```
```cpp
DirectX11:
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (poiter)
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```cpp
+2 -3
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@@ -302,14 +302,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: holding space to repeat a button doesn't show button activated during hold.
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- nav: NavFlattened: ESC on a flattened child should select something.
+6 -3
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@@ -83,10 +83,13 @@
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
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+29 -24
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@@ -29,7 +29,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.4 WIP"
#define IMGUI_VERSION_NUM 19134
#define IMGUI_VERSION_NUM 19136
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@@ -589,7 +589,7 @@ namespace ImGui
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
@@ -928,10 +928,12 @@ namespace ImGui
IMGUI_API void PopClipRect();
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
@@ -1024,7 +1026,7 @@ namespace ImGui
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse specific
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
@@ -1115,8 +1117,8 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
@@ -1158,7 +1160,7 @@ enum ImGuiChildFlags_
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1193,7 +1195,7 @@ enum ImGuiInputTextFlags_
// Inputs
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
@@ -1365,7 +1367,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
@@ -1752,7 +1754,7 @@ enum ImGuiCol_
ImGuiCol_TextLink, // Hyperlink color
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
@@ -1762,6 +1764,7 @@ enum ImGuiCol_
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
#endif
};
@@ -1821,7 +1824,7 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
//ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
@@ -2305,7 +2308,7 @@ struct ImGuiIO
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
@@ -2321,6 +2324,15 @@ struct ImGuiIO
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Keyboard/Gamepad Navigation options
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
@@ -2337,10 +2349,6 @@ struct ImGuiIO
// (you can visualize and interact with all options in 'Demo->Configuration')
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape (when no item is active, no popup open etc.) clears focused window + navigation id/highlight.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
@@ -2458,7 +2466,7 @@ struct ImGuiIO
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
@@ -3872,8 +3880,8 @@ namespace ImGui
//-- OBSOLETED in 1.89 (from August 2022)
//IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
@@ -3956,10 +3964,7 @@ namespace ImGui
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#ifdef IMGUI_DISABLE_METRICS_WINDOW
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif
+15 -9
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@@ -543,6 +543,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SeparatorText("Keyboard/Gamepad Navigation");
ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons);
ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem);
ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item.");
ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto);
ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.");
ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
ImGui::SeparatorText("Docking");
ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
ImGui::SameLine();
@@ -581,14 +595,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Unindent();
}
ImGui::SeparatorText("Navigation");
ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons);
ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
ImGui::SeparatorText("Widgets");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
@@ -1070,7 +1076,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
// The following examples are passed for documentation purpose but may not be useful to most users.
// Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.
// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
// With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
ImGui::Button("Manual", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+3 -3
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@@ -232,7 +232,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
@@ -297,7 +297,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
@@ -363,7 +363,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+51 -39
View File
@@ -145,7 +145,7 @@ struct ImGuiLocEntry; // A localization entry.
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection).
struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing).
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
@@ -183,7 +183,7 @@ typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // F
typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor()
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
@@ -834,8 +834,8 @@ enum ImGuiDataTypePrivate_
//-----------------------------------------------------------------------------
// Extend ImGuiItemFlags
// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
// - output: stored in g.LastItemData.InFlags
// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too.
// - output: stored in g.LastItemData.ItemFlags
enum ImGuiItemFlagsPrivate_
{
// Controlled by user
@@ -844,7 +844,8 @@ enum ImGuiItemFlagsPrivate_
ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover.
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false).
ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited()
// Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
@@ -897,9 +898,8 @@ enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 29, // For internal use by InputScalar() and TempInputScalar()
ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar()
};
// Extend ImGuiButtonFlags_
@@ -919,7 +919,7 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
@@ -958,7 +958,7 @@ enum ImGuiSelectableFlagsPrivate_
enum ImGuiTreeNodeFlagsPrivate_
{
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517)
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517)
ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,
};
@@ -1228,7 +1228,7 @@ enum ImGuiNextItemDataFlags_
struct ImGuiNextItemData
{
ImGuiNextItemDataFlags Flags;
ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData()
@@ -1242,14 +1242,14 @@ struct ImGuiNextItemData
ImGuiID StorageId; // Set by SetNextItemStorageID()
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
};
// Status storage for the last submitted item
struct ImGuiLastItemData
{
ImGuiID ID;
ImGuiItemFlags InFlags; // See ImGuiItemFlags_
ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
@@ -1269,7 +1269,7 @@ struct ImGuiTreeNodeStackData
{
ImGuiID ID;
ImGuiTreeNodeFlags TreeFlags;
ImGuiItemFlags InFlags; // Used for nav landing
ImGuiItemFlags ItemFlags; // Used for nav landing
ImRect NavRect; // Used for nav landing
};
@@ -1568,12 +1568,18 @@ enum ImGuiScrollFlags_
ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,
};
enum ImGuiNavHighlightFlags_
enum ImGuiNavRenderCursorFlags_
{
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3,
ImGuiNavRenderCursorFlags_None = 0,
ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item
ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse.
ImGuiNavRenderCursorFlags_NoRounding = 1 << 3,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4
ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4
ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4
ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4
#endif
};
enum ImGuiNavMoveFlags_
@@ -1594,7 +1600,7 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.
ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.
ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo
ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight
ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state
ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result
};
@@ -1612,17 +1618,17 @@ struct ImGuiNavItemData
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (InFlags & ImGuiItemFlags_HasSelectionUserData)
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData)
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
};
// Storage for PushFocusScope()
// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[]
struct ImGuiFocusScopeData
{
ImGuiID ID;
@@ -2329,9 +2335,15 @@ struct ImGuiContext
int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
// Keyboard/Gamepad Navigation
bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item.
//bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible)
//bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again.
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
ImGuiID NavId; // Focused item for navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
@@ -2345,10 +2357,7 @@ struct ImGuiContext
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
ImS8 NavCursorHideFrames;
// Navigation: Init & Move Requests
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
@@ -2380,7 +2389,7 @@ struct ImGuiContext
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyChord NavJustMovedToKeyMods;
bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.
bool NavJustMovedToHasSelectionData; // Copy of move result's InFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
@@ -2485,7 +2494,6 @@ struct ImGuiContext
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
short DisabledStackSize;
short LockMarkEdited;
short TooltipOverrideCount;
ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame
ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
@@ -3265,7 +3273,7 @@ namespace ImGui
// Basic Accessors
inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
@@ -3334,7 +3342,7 @@ namespace ImGui
IMGUI_API bool BeginComboPreview();
IMGUI_API void EndComboPreview();
// Gamepad/Keyboard Navigation
// Keyboard/Gamepad Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet();
@@ -3347,7 +3355,7 @@ namespace ImGui
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavHighlightActivated(ImGuiID id);
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
IMGUI_API void NavRestoreHighlightAfterMove();
IMGUI_API void SetNavCursorVisibleAfterMove();
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
@@ -3519,6 +3527,8 @@ namespace ImGui
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
// Typing-Select API
// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
// (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!)
IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
@@ -3638,7 +3648,10 @@ namespace ImGui
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight
IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4
#endif
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
@@ -3779,9 +3792,8 @@ namespace ImGui
// Obsolete functions
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
//inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
//inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
//inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
+1 -1
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@@ -3139,7 +3139,7 @@ void ImGui::TableHeader(const char* label)
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
}
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding);
if (held)
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
+98 -80
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+22 -4
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@@ -38,7 +38,25 @@ You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain color
### Using OpenType SVG fonts (SVGinOT)
- *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations.
- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
- Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
1. Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
2. Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
- Two alternatives are possible to render SVG fonts: use "lunasvg" or "plutosvg". plutosvg will support some more fonts (e.g. NotoColorEmoji-Regular) and may load them faster.
#### Using lunasvg
Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
- Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
- Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
#### Using plutosvg (and plutovg)
- Add `#define IMGUI_ENABLE_FREETYPE_PLUTOSVG` in your `imconfig.h`.
- Compile and link with plutosvg *and* plutovg (which is required by plutosvg)
_Compilation hints for plutovg_
- Compile all source files in `plutovg/source/*.c`
- Add include directory: `plutovg/include` + `plutovg/stb`
_Compilation hints for plutosvg_
- Compile `plutosvg/source/plutosvg.c`
- Add include directory: `plutosvg/source`
- Add define: `PLUTOSVG_HAS_FREETYPE`
- Link with: plutovg, freetype
+19 -5
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@@ -6,8 +6,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024/10/17: added plutosvg support for SVG Fonts (seems faster/better than lunasvg). Enable by using '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG'. (#7927)
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
@@ -45,12 +46,21 @@
#include FT_GLYPH_H // <freetype/ftglyph.h>
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
// Handle LunaSVG and PlutoSVG
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) && defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG)
#error "Cannot enable both IMGUI_ENABLE_FREETYPE_LUNASVG and IMGUI_ENABLE_FREETYPE_PLUTOSVG"
#endif
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
#include FT_OTSVG_H // <freetype/otsvg.h>
#include FT_BBOX_H // <freetype/ftbbox.h>
#include <lunasvg.h>
#endif
#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG
#include <plutosvg.h>
#endif
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined (IMGUI_ENABLE_FREETYPE_PLUTOSVG)
#if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
#error IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
#endif
#endif
@@ -269,11 +279,11 @@ namespace
// Need an outline for this to work
FT_GlyphSlot slot = Face->glyph;
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG)
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG);
#else
#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
#endif
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
@@ -810,6 +820,10 @@ static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas)
SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot };
FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks);
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG
// With plutosvg, use provided hooks
FT_Property_Set(ft_library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks());
#endif // IMGUI_ENABLE_FREETYPE_PLUTOSVG
bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags);
FT_Done_Library(ft_library);
+7
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@@ -5,6 +5,13 @@
#include "imgui.h" // IMGUI_API
#ifndef IMGUI_DISABLE
// Usage:
// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to enable support for imgui_freetype in imgui.
// Optional support for OpenType SVG fonts:
// - Add '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG' to use plutosvg (not provided). See #7927.
// - Add '#define IMGUI_ENABLE_FREETYPE_LUNASVG' to use lunasvg (not provided). See #6591.
// Forward declarations
struct ImFontAtlas;
struct ImFontBuilderIO;