diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index 3797402b..92ed8d06 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -207,6 +207,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) int flags = al_get_new_bitmap_flags(); int fmt = al_get_new_bitmap_format(); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 4c89d71b..9f13f97f 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -343,6 +343,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D10_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index 6a8a98ec..6c2623ce 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -355,6 +355,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D11_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 665acd94..700af250 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -544,6 +544,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. D3D12_STATIC_SAMPLER_DESC staticSampler = {}; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index 457b50c6..cc27c286 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -92,7 +92,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) vp.MaxZ = 1.0f; bd->pd3dDevice->SetViewport(&vp); - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. bd->pd3dDevice->SetPixelShader(NULL); bd->pd3dDevice->SetVertexShader(NULL); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index 631d518d..d1905e87 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -352,6 +352,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return renderPipelineState; } +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. - (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device { NSError *error = nil; diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 2e5f1438..6f906d21 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -255,6 +255,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 4633e24d..925f4ba4 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -550,6 +550,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index 84d9135b..e7f652fb 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -47,7 +47,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #else // Otherwise imgui_impl_opengl3_loader.h will be used. diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index 61b87d2e..0f0fa8bb 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -74,7 +74,7 @@ #include #endif -#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 #else #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 diff --git a/backends/imgui_impl_sdlrenderer.cpp b/backends/imgui_impl_sdlrenderer.cpp index b52faef5..d3dd15fc 100644 --- a/backends/imgui_impl_sdlrenderer.cpp +++ b/backends/imgui_impl_sdlrenderer.cpp @@ -211,6 +211,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture() io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); if (bd->FontTexture == NULL) { @@ -219,6 +220,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture() } SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 6816ee9b..8318ff9f 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -773,6 +773,7 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati if (bd->FontSampler) return; + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 6e12c6f4..9c512cad 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -509,6 +509,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture() } // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.minFilter = WGPUFilterMode_Linear; diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 022dcfd2..e2d27aaa 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -123,11 +123,15 @@ Other Changes: or interacting with a game/3D view). - Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822) +- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line + height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would + emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA). - Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133) - Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133) - InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133) - InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag). - InputScalar: Automatically allow scientific input when format is float/double (without extra flag). +- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189) - IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the return value is overriden by focus when gamepad/keyboard navigation is active. - InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being @@ -142,7 +146,10 @@ Other Changes: - Stack Tool: Added option to copy item path to clipboard. (#4631) - Drawlist: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] - DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] +- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt()) + from causing an assertion when closing the group. (#5181). - Misc: Fixed IsAnyItemHovered() returning false when using navigation. +- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844) - Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu] - Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan] - Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075) @@ -154,6 +161,7 @@ Other Changes: reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups] - Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups] - Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu] +- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup] - Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] - Examples: Emscripten: Fix building for latest Emscripten specs. (#3632) @@ -180,6 +188,7 @@ Breaking Changes: - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions, obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc. - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320) + - For all calls to IO new functions, the Dear ImGui context should be bound/current. - Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut] - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays. - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values, diff --git a/docs/TODO.txt b/docs/TODO.txt index 3c130945..002f56e5 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -1,7 +1,8 @@ dear imgui ISSUES & TODO LIST -Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX +Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX +This list is not well maintained, most of the work happens on GitHub nowadays. The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker). It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions. @@ -10,29 +11,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc/tips: tips of the day: website? applet in imgui_club? - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki - - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #. + - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. - window: begin with *p_open == false could return false. - window: get size/pos helpers given names (see discussion in #249) - - window: a collapsed window can be stuck behind the main menu bar? - window: when window is very small, prioritize resize button over close button. - - window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame. - - window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd. - window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - window: expose contents size. (#1045) - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - - window: top most window flag? (#2574) + - window: top most window flag? more z-order contrl? (#2574) - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: background options for child windows, border option (disable rounding). - window/child: allow resizing of child windows (possibly given min/max for each axis?.) - - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - - window/child: border could be emitted in parent as well. - window/child: allow SetNextWindowContentSize() to work on child windows. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). @@ -44,30 +40,23 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) - ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) - - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). + - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) + ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) + - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). - - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist: AddRect vs AddLine position confusing (#2441) - - drawlist: channel splitter should be external helper and not stored in ImDrawList. - - drawlist: Add quadratic bezier curves? (#3127) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. - - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering. - - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211) - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 @@ -77,15 +66,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: coloredit: keep reporting as active when picker is on? - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. - - selectable: generic BeginSelectable()/EndSelectable() mechanism. + - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. + - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch) - input text: preserve scrolling when unfocused? - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: expose CursorPos in char filter event (#816) - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) - - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active. + - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active (available in internals) - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701) - input text: hover tooltip could show unclamped text - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863) @@ -96,16 +85,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: a way to preview completion (e.g. disabled text completing from the cursor) - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. - - input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - - input text multi-line: support for cut/paste without selection (cut/paste the current line) + - input text multi-line: support for copy/cut without selection (copy/cut current line?) - input text multi-line: line numbers? status bar? (follow up on #200) - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) - input text multi-line: better horizontal scrolling support (#383, #1224) @@ -126,7 +114,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. - group: BeginGroup() needs a border option. (~#1496) - - group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable? + - group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable? - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) !- color: the color conversion helpers/types are a mess and needs sorting out. @@ -181,19 +169,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs) - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker. - - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work - - tabs: close button tends to overlap unsaved-document star - - tabs: consider showing the star at the same spot as the close button, like VS Code does. + - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch) - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) - tabs: TabItem could honor SetNextItemWidth()? - tabs: explicit api (even if internal) to cleanly manipulate tab order. - - tabs: Mouse wheel over tab bar could scroll? (#2702) + - tabs: Mouse wheel over tab bar could scroll? (with shift?) (#2702) - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image button: not taking an explicit id can be problematic. (#2464, #1390) - - button: provide a button that looks framed. (?) - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) @@ -208,16 +193,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - - combo: use clipper: make it easier to disable clipper with a single flag. + - combo: use clipper. - combo: flag for BeginCombo to not return true when unchanged (#1182) - - combo: a way/helper to customize the combo preview (#1658) -> exeperimental BeginComboPreview() + - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) - - listbox: multiple selection. + - listbox: multiple selection (WIP range-select branch) - listbox: unselect option (#1208) - - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash) + - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch) - listbox: user may want to initial scroll to focus on the one selected value? - - listbox: expose hovered item for a simplified ListBox api - - listbox: keyboard navigation. - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: scrolling should track modified selection. - listbox: future api should allow to enable horizontal scrolling (#2510) @@ -229,20 +212,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: add variant using global identifier similar to Begin/End (#402) - popups: border options. richer api like BeginChild() perhaps? (#197) - - popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them. - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced. - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) - - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. + - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) (WIP branch) + - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) - - menus: menu bars inside modal windows are acting weird. - - status-bar: add a per-window status bar helper similar to what menu-bar does. + - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). - shortcuts: local-style shortcut api, e.g. parse "&Save" - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts: programmatically access shortcuts "Focus("&Save")) - - menus: hovering a disabled BeginMenu or MenuItem won't close another menu - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). @@ -280,14 +260,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. - - log: obsolete LogButtons() all together. - - log: LogButtons() options for specifying depth and/or hiding depth slider + - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider) - - filters: set a current filter that tree node can automatically query to hide themselves + - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - - drag and drop: fix/support/options for overlapping drag sources. - drag and drop: focus drag target window on hold (even without open) - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 @@ -302,13 +280,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) - - node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors) - - pie menus patterns (#434) - - markup: simple markup language for color change? (#902) + - markup: simple markup language for color change? (#902, #3130) - text: selectable text (for copy) as a generic feature (ItemFlags?) - text: proper alignment options in imgui_internal.h - - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.) @@ -344,15 +319,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - font: fix AddRemapChar() to work before atlas has been built. - - font: support for unicode codepoints higher than 0xFFFF? (pr #2815) - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - 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?) - - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? + - 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: scroll up/down if possible when move request fails - 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: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure. - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? @@ -366,7 +338,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - - nav: simulate right-click or context activation? (SHIFT+F10) + - nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?) - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. @@ -376,7 +348,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? - nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab? - - nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. + - nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) @@ -394,8 +366,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it). - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32). - - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. - - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71) + - inputs: we need an explicit flag about whether the platform window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) @@ -408,12 +379,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? - - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) + - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - misc: possible compile-time support for wchar_t instead of char*? - - remote: make a system like RemoteImGui first-class citizen/project (#75) - - - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. - demo: demonstrate using PushStyleVar() in more details. - demo: add vertical separator demo - demo: add virtual scrolling example? @@ -423,7 +391,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - examples: dx11/dx12: try to use new swapchain blit models (#2970) - - backends: move to backends/ folder? - backends: report it better when not able to create texture? - backends: apple: example_apple should be using modern GL3. - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) @@ -432,14 +399,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private) - - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038) + - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. - optimization: use another hash function than crc32, e.g. FNV1a - - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)? - optimization: turn some the various stack vectors into statically-sized arrays diff --git a/imgui.cpp b/imgui.cpp index 9c778f66..6cf902af 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -293,6 +293,7 @@ CODE void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. @@ -402,6 +403,7 @@ CODE - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) @@ -1094,7 +1096,7 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. @@ -2296,18 +2298,15 @@ void ImGuiStorage::SetAllInt(int v) //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { + InputBuf[0] = 0; + CountGrep = 0; if (default_filter) { ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); Build(); } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } } bool ImGuiTextFilter::Draw(const char* label, float width) @@ -3331,7 +3330,6 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); @@ -3342,7 +3340,6 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); @@ -3350,37 +3347,6 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) } ImGuiID ImGuiWindow::GetID(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); @@ -3396,7 +3362,6 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) ImGuiID seed = IDStack.back(); ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); return id; } @@ -3499,6 +3464,8 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } +// This is called by ItemAdd(). +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -5921,6 +5888,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + KeepAliveID(resize_grip_id); ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) @@ -5956,6 +5924,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + KeepAliveID(border_id); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) @@ -6989,6 +6958,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; @@ -8013,7 +7983,7 @@ void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); + ImGuiID id = window->GetID(str_id); window->IDStack.push_back(id); } @@ -8021,7 +7991,7 @@ void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + ImGuiID id = window->GetID(str_id_begin, str_id_end); window->IDStack.push_back(id); } @@ -8029,7 +7999,7 @@ void ImGui::PushID(const void* ptr_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + ImGuiID id = window->GetID(ptr_id); window->IDStack.push_back(id); } @@ -8037,7 +8007,7 @@ void ImGui::PushID(int int_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); + ImGuiID id = window->GetID(int_id); window->IDStack.push_back(id); } @@ -8875,14 +8845,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPosPrevLine.y = line_y1; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -8891,17 +8863,13 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); -} - // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. @@ -8921,6 +8889,8 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // Directional navigation processing if (id != 0) { + KeepAliveID(id); + // Runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests @@ -8976,25 +8946,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; if (offset_from_start_x != 0.0f) { - if (spacing_w < 0.0f) spacing_w = 0.0f; + if (spacing_w < 0.0f) + spacing_w = 0.0f; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() @@ -9139,7 +9112,8 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) @@ -10405,10 +10379,10 @@ static void ImGui::NavProcessItem() const ImGuiItemFlags item_flags = g.LastItemData.InFlags; // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; @@ -11708,6 +11682,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { @@ -11874,7 +11849,10 @@ bool ImGui::BeginDragDropTarget() const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; ImGuiID id = g.LastItemData.ID; if (id == 0) + { id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } if (g.DragDropPayload.SourceId == id) return false; diff --git a/imgui.h b/imgui.h index 184ca324..262863e0 100644 --- a/imgui.h +++ b/imgui.h @@ -65,7 +65,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.88 WIP" -#define IMGUI_VERSION_NUM 18716 +#define IMGUI_VERSION_NUM 18718 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch @@ -169,7 +169,7 @@ struct ImGuiWindowClass; // Window class (rare/advanced uses: provide // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions @@ -1661,7 +1661,7 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ @@ -1948,7 +1948,7 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. @@ -2430,6 +2430,8 @@ struct ImGuiListClipper }; // Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -2443,6 +2445,7 @@ struct ImGuiListClipper #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif +#endif #define IM_COL32(R,G,B,A) (((ImU32)(A)< 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; @@ -2831,7 +2834,7 @@ enum ImFontAtlasFlags_ ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2919,7 +2922,7 @@ struct ImFontAtlas ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 191af82f..3e304c63 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -39,7 +39,7 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. /* @@ -1913,10 +1913,9 @@ static void ShowDemoWindowWidgets() ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); ImGui::SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " - "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); - ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; @@ -1940,6 +1939,15 @@ static void ShowDemoWindowWidgets() if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! ImGui::Spacing(); @@ -3485,7 +3493,7 @@ static void ShowDemoWindowPopups() { HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); static float value = 0.5f; - ImGui::Text("Value = %.3f <-- (1) right-click this value", value); + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); if (ImGui::BeginPopupContextItem("my popup")) { if (ImGui::Selectable("Set to zero")) value = 0.0f; @@ -4492,14 +4500,16 @@ static void ShowDemoWindowTables() { ImGui::TableNextColumn(); ImGui::PushID(column); - ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui::Text("'%s'", column_names[column]); ImGui::Spacing(); ImGui::Text("Input flags:"); EditTableColumnsFlags(&column_flags[column]); ImGui::Spacing(); ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); ImGui::PopID(); } PopStyleCompact(); diff --git a/imgui_internal.h b/imgui_internal.h index 0002aabd..6523306c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2181,6 +2181,7 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; + bool IsSameLine; ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImVec1 GroupOffset; @@ -2342,9 +2343,6 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. @@ -2819,7 +2817,7 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 98730a2b..9a01c692 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -24,7 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bb5e1515..cf2baf16 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -167,7 +167,21 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); - if (text_end - text > 2000 && !wrap_enabled) + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else { // Long text! // Perform manual coarse clipping to optimize for long multi-line text @@ -240,19 +254,6 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } - else - { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - if (!ItemAdd(bb, 0)) - return; - - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); - } } void ImGui::TextUnformatted(const char* text, const char* text_end) @@ -862,7 +863,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. @@ -1291,7 +1292,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1347,6 +1348,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else @@ -1741,6 +1743,7 @@ bool ImGui::BeginComboPreview() window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); return true; @@ -1766,6 +1769,7 @@ void ImGui::EndComboPreview() window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; preview_data->PreviewRect = ImRect(); } @@ -6738,6 +6742,7 @@ bool ImGui::BeginMenuBar() // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); @@ -6781,6 +6786,7 @@ void ImGui::EndMenuBar() g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; }