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Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
omar 6 years ago
parent
commit
a33d45d7cd

+ 2 - 1
docs/CHANGELOG.txt

@@ -104,9 +104,10 @@ Other Changes:
   when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
 - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
 - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
+- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
 - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
   GL function loaders early, and help users understand what they are missing. (#2421)
->>>>>>> master
+- Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430)
 
 
 -----------------------------------------------------------------------

+ 2 - 4
docs/TODO.txt

@@ -42,11 +42,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
  - 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/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: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
  - 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?
@@ -55,7 +55,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
  - 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.
+ - widgets: add always-allow-overlap mode. This should perhaps be the default.
  - widgets: start exposing PushItemFlag() and ImGuiItemFlags
  - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
  - widgets: activate by identifier (trigger button, focus given id)
@@ -158,8 +158,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
  - 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)
 
- - ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
-
  - button: provide a button that looks framed. (?)
  - 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?

+ 3 - 1
examples/example_freeglut_opengl2/main.cpp

@@ -1,6 +1,8 @@
 // dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
-// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
+
+// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
 
 #include "imgui.h"
 #include "../imgui_impl_freeglut.h"

+ 8 - 2
examples/imgui_impl_freeglut.cpp

@@ -1,6 +1,8 @@
 // dear imgui: Platform Binding for FreeGLUT
 // This needs to be used along with a Renderer (e.g. OpenGL2)
-// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
+
+// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
 
 // Issues:
 //  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
@@ -13,6 +15,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2019-03-25: Misc: Made io.DeltaTime always above zero.
 //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-03-22: Added FreeGLUT Platform binding.
 
@@ -81,7 +84,10 @@ void ImGui_ImplFreeGLUT_NewFrame()
     // Setup time step
     ImGuiIO& io = ImGui::GetIO();
     int current_time = glutGet(GLUT_ELAPSED_TIME);
-    io.DeltaTime = (current_time - g_Time) / 1000.0f;
+    int delta_time_ms = (current_time - g_Time);
+    if (delta_time_ms <= 0)
+        delta_time_ms = 1;
+    io.DeltaTime = delta_time_ms / 1000.0f;
     g_Time = current_time;
 
     // Start the frame

+ 3 - 1
examples/imgui_impl_freeglut.h

@@ -1,6 +1,8 @@
 // dear imgui: Platform Binding for FreeGLUT
 // This needs to be used along with a Renderer (e.g. OpenGL2)
-// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
+
+// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
 
 // Issues:
 //  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I

+ 68 - 53
imgui.cpp

@@ -2582,7 +2582,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
     AutoFitOnlyGrows = false;
     AutoFitChildAxises = 0x00;
     AutoPosLastDirection = ImGuiDir_None;
-    HiddenFramesRegular = HiddenFramesForResize = 0;
+    HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
     SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
     SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
 
@@ -3411,41 +3411,52 @@ void ImGui::UpdateMouseWheel()
         return;
     if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
         return;
-
-    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
     ImGuiWindow* window = g.HoveredWindow;
-    ImGuiWindow* scroll_window = window;
-    while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow)
-        scroll_window = scroll_window->ParentWindow;
-    const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs);
 
-    if (g.IO.MouseWheel != 0.0f)
+    // Zoom / Scale window
+    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
+    if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
     {
-        if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
+        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+        const float scale = new_font_scale / window->FontWindowScale;
+        window->FontWindowScale = new_font_scale;
+        if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
         {
-            // Zoom / Scale window
-            const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
-            const float scale = new_font_scale / window->FontWindowScale;
-            window->FontWindowScale = new_font_scale;
-
             const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
-            window->Pos += offset;
-            window->Size *= scale;
-            window->SizeFull *= scale;
-        }
-        else if (!g.IO.KeyCtrl && scroll_allowed)
-        {
-            // Mouse wheel vertical scrolling
-            float scroll_amount = 5 * scroll_window->CalcFontSize();
-            scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
-            SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
+            window->Pos = ImFloor(window->Pos + offset);
+            window->Size = ImFloor(window->Size * scale);
+            window->SizeFull = ImFloor(window->SizeFull * scale);
         }
+        return;
     }
-    if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl)
+
+    // Mouse wheel scrolling
+    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
+    while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow)
+        window = window->ParentWindow;
+    const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
+    if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl)
     {
-        // Mouse wheel horizontal scrolling (for hardware that supports it)
-        float scroll_amount = scroll_window->CalcFontSize();
-        SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
+        ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f;
+
+        // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally)
+        if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift)
+        {
+            float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y));
+            SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step);
+        }
+        else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift)
+        {
+            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
+            SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step);
+        }
+
+        // Horizontal Mouse Wheel Scrolling (for hardware that supports it)
+        if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift)
+        {
+            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
+            SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step);
+        }
     }
 }
 
@@ -4941,7 +4952,7 @@ static ImVec2 CalcSizeContents(ImGuiWindow* window)
     if (window->Collapsed)
         if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
             return window->SizeContents;
-    if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0)
+    if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
         return window->SizeContents;
 
     ImVec2 sz;
@@ -5293,7 +5304,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
     // Update the Appearing flag
     bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
-    const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
+    const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
     if (flags & ImGuiWindowFlags_Popup)
     {
         ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
@@ -5429,20 +5440,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
         // Update contents size from last frame for auto-fitting (or use explicit size)
         window->SizeContents = CalcSizeContents(window);
-        if (window->HiddenFramesRegular > 0)
-            window->HiddenFramesRegular--;
-        if (window->HiddenFramesForResize > 0)
-            window->HiddenFramesForResize--;
+        if (window->HiddenFramesCanSkipItems > 0)
+            window->HiddenFramesCanSkipItems--;
+        if (window->HiddenFramesCannotSkipItems > 0)
+            window->HiddenFramesCannotSkipItems--;
 
         // Hide new windows for one frame until they calculate their size
         if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
-            window->HiddenFramesForResize = 1;
+            window->HiddenFramesCannotSkipItems = 1;
 
         // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
         // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
         if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
         {
-            window->HiddenFramesForResize = 1;
+            window->HiddenFramesCannotSkipItems = 1;
             if (flags & ImGuiWindowFlags_AlwaysAutoResize)
             {
                 if (!window_size_x_set_by_api)
@@ -5559,7 +5570,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
                 window->Pos = parent_window->DC.CursorPos;
         }
 
-        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0);
+        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
         if (window_pos_with_pivot)
             SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
         else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
@@ -5729,7 +5740,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
 
         // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
-        const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0;
+        const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
         const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport));
         if (dim_bg_for_modal || dim_bg_for_window_list)
         {
@@ -6059,7 +6070,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     g.NextWindowData.Clear();
 
     if (window->DockIsActive && !window->DockTabIsVisible)
-        window->HiddenFramesRegular = 1;
+        window->HiddenFramesCanSkipItems = 1;
 
     if (flags & ImGuiWindowFlags_ChildWindow)
     {
@@ -6068,24 +6079,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
         if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
             if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
-                window->HiddenFramesRegular = 1;
+                window->HiddenFramesCanSkipItems = 1;
 
         // Completely hide along with parent or if parent is collapsed
         if (parent_window && (parent_window->Collapsed || parent_window->Hidden))
-            window->HiddenFramesRegular = 1;
+            window->HiddenFramesCanSkipItems = 1;
     }
 
     // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
     if (style.Alpha <= 0.0f)
-        window->HiddenFramesRegular = 1;
+        window->HiddenFramesCanSkipItems = 1;
 
     // Update the Hidden flag
-    window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0);
+    window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
 
-    // Return false if we don't intend to display anything to allow user to perform an early out optimization
-    window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;
+    // Update the SkipItems flag, used to early out of all items functions (no layout required)
+    bool skip_items = false;
+    if (window->Collapsed || !window->Active || window->Hidden)
+        if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+            skip_items = true;
+    window->SkipItems = skip_items;
 
-    return !window->SkipItems;
+    return !skip_items;
 }
 
 // Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead.
@@ -7369,7 +7384,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_
             {
                 // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
                 window->Hidden = true;
-                window->HiddenFramesRegular = 1;
+                window->HiddenFramesCanSkipItems = 1;
                 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
             }
     ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoDocking;
@@ -9311,7 +9326,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
             {
                 ImGuiWindow* tooltip_window = g.CurrentWindow;
                 tooltip_window->SkipItems = true;
-                tooltip_window->HiddenFramesRegular = 1;
+                tooltip_window->HiddenFramesCanSkipItems = 1;
             }
         }
 
@@ -11403,7 +11418,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b
     if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false)
     {
         node->Windows[0]->Hidden = true;
-        node->Windows[0]->HiddenFramesRegular = 1;
+        node->Windows[0]->HiddenFramesCanSkipItems = 1;
     }
 
     // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
@@ -13505,13 +13520,13 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
     if (node->VisibleWindow == window)
         window->DockTabIsVisible = true;
 
-    // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesForResize.
+    // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
     // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
     // This is analogous to regular windows being hidden from one frame. It is especially important as nested TabBars would otherwise generate flicker in the form
     // of one empty frame.
-    // Note that we set HiddenFramesForResize=2 because BeginDocked() is called just before Begin() has a chance to decrement the value. Effectively it'll be a 1 frame thing. 
+    // Note that we set HiddenFramesCannotSkipItems=2 because BeginDocked() is called just before Begin() has a chance to decrement the value. Effectively it'll be a 1 frame thing. 
     if (!window->DockTabIsVisible && node->TabBar && node->TabBar->NextSelectedTabId == window->ID)
-        window->HiddenFramesForResize = 2;
+        window->HiddenFramesCannotSkipItems = 2;
 
     // Update window flag
     IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
@@ -14058,7 +14073,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
                 (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
             ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window));
             ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
-            ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
+            ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
             ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
             ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
             if (!window->NavRectRel[0].IsInverted())

+ 4 - 4
imgui.h

@@ -1944,8 +1944,8 @@ struct ImDrawList
 
     // Primitives
     IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
-    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
-    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right
+    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
+    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
     IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
     IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
     IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
@@ -1955,8 +1955,8 @@ struct ImDrawList
     IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
     IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
-    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
-    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
+    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
     IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.

+ 3 - 3
imgui_internal.h

@@ -1377,7 +1377,7 @@ struct IMGUI_API ImGuiWindow
     bool                    WantCollapseToggle;
     bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)
     bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)
-    bool                    Hidden;                             // Do not display (== (HiddenFramesForResize > 0) ||
+    bool                    Hidden;                             // Do not display (== (HiddenFrames*** > 0))
     bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)
     signed char             ResizeBorderHeld;                   // Current border being held for resize (-1: none, otherwise 0-3)
     short                   BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
@@ -1388,8 +1388,8 @@ struct IMGUI_API ImGuiWindow
     bool                    AutoFitOnlyGrows;
     int                     AutoFitChildAxises;
     ImGuiDir                AutoPosLastDirection;
-    int                     HiddenFramesRegular;                // Hide the window for N frames
-    int                     HiddenFramesForResize;              // Hide the window for N frames while allowing items to be submitted so we can measure their size
+    int                     HiddenFramesCanSkipItems;           // Hide the window for N frames
+    int                     HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size
     ImGuiCond               SetWindowPosAllowFlags;             // store acceptable condition flags for SetNextWindowPos() use.
     ImGuiCond               SetWindowSizeAllowFlags;            // store acceptable condition flags for SetNextWindowSize() use.
     ImGuiCond               SetWindowCollapsedAllowFlags;       // store acceptable condition flags for SetNextWindowCollapsed() use.