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@@ -79,6 +79,7 @@
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- your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
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- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first at it is the simplest.
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+ you may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
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- customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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- getting started:
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@@ -86,12 +87,13 @@
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- init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
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- every frame:
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1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
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- 2/ call ImGui::NewFrame().
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+ 2/ call ImGui::NewFrame() as early as you can!
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3/ use any ImGui function you want between NewFrame() and Render()
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- 4/ call ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
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+ 4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
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+ (if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
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- all rendering information are stored into command-lists until ImGui::Render() is called.
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- - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
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- - effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases.
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+ - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
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+ - effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
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- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
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- a typical application skeleton may be:
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@@ -108,7 +110,7 @@
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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- // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
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+ // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
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// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
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// Application main loop
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@@ -135,7 +137,7 @@
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// 4) render & swap video buffers
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ImGui::Render();
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- // swap video buffer, etc.
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+ SwapBuffers();
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}
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- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
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@@ -309,7 +311,7 @@
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Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
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Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
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-
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+
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sprintf(buf, "My game (%f FPS)###MyGame");
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Begin(buf); // Variable label, ID = hash of "MyGame"
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@@ -447,7 +449,7 @@
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- widgets: clean up widgets internal toward exposing everything.
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- widgets: add disabled and read-only modes (#211)
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- main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
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- - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
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+ - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
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- 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
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- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
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- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
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@@ -653,7 +655,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const
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static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
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static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
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static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
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-static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
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+static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
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//-----------------------------------------------------------------------------
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// Platform dependent default implementations
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@@ -985,7 +987,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
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if ((*str & 0xf0) == 0xe0)
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{
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*out_char = 0xFFFD; // will be invalid but not end of string
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- if (in_text_end && in_text_end - (const char*)str < 3) return 1;
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+ if (in_text_end && in_text_end - (const char*)str < 3) return 1;
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if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
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if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
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c = (unsigned int)((*str++ & 0x0f) << 12);
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@@ -2389,7 +2391,7 @@ void ImGui::EndFrame()
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// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
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{
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- g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
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+ g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
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g.OsImePosSet = g.OsImePosRequest;
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}
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@@ -3142,7 +3144,7 @@ static bool IsPopupOpen(ImGuiID id)
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return opened;
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}
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-// Mark popup as open (toggle toward open state).
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+// Mark popup as open (toggle toward open state).
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// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
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// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
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// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
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@@ -3320,11 +3322,11 @@ void ImGui::EndPopup()
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}
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// This is a helper to handle the most simple case of associating one named popup to one given widget.
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-// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
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+// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
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// this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.
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// 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect()
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// and passing true to the OpenPopupEx().
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-// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
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+// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
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// the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu
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// driven by click position.
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bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
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@@ -3483,7 +3485,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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ImGuiWindow* ImGui::FindWindowByName(const char* name)
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{
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- // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
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+ // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
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ImGuiState& g = *GImGui;
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ImGuiID id = ImHash(name, 0);
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for (int i = 0; i < g.Windows.Size; i++)
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@@ -3616,7 +3618,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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g.CurrentPopupStack.push_back(popup_ref);
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window->PopupID = popup_ref.PopupID;
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}
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-
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+
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const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
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// Process SetNextWindow***() calls
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@@ -3764,7 +3766,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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else
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{
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size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
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-
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+
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// Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
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if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
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size_auto_fit.y += style.ScrollbarSize;
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@@ -5639,7 +5641,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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label = str_id;
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const bool label_hide_text_after_double_hash = (label == str_id); // Only search and hide text after ## if we have passed label and ID separately, otherwise allow "##" within format string.
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const ImGuiID id = window->GetID(str_id);
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- const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
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+ const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
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// We vertically grow up to current line height up the typical widget height.
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const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it
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@@ -5933,7 +5935,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const
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}
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// User can input math operators (e.g. +100) to edit a numerical values.
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-static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
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+static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
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{
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while (ImCharIsSpace(*buf))
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buf++;
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@@ -5952,41 +5954,47 @@ static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
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op = 0;
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}
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if (!buf[0])
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- return;
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+ return false;
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if (data_type == ImGuiDataType_Int)
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{
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if (!scalar_format)
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scalar_format = "%d";
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int* v = (int*)data_ptr;
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- int ref_v = *v;
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- if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
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- return;
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+ const int old_v = *v;
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+ int arg0 = *v;
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+ if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
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+ return false;
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// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
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- float op_v = 0.0f;
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- if (op == '+') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v + op_v); } // Add (use "+-" to subtract)
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- else if (op == '*') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v * op_v); } // Multiply
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- else if (op == '/') { if (sscanf(buf, "%f", &op_v) == 1 && op_v != 0.0f) *v = (int)(ref_v / op_v); }// Divide
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- else { if (sscanf(buf, scalar_format, &ref_v) == 1) *v = ref_v; } // Assign constant
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+ float arg1 = 0.0f;
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+ if (op == '+') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 + arg1); } // Add (use "+-" to subtract)
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+ else if (op == '*') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 * arg1); } // Multiply
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+ else if (op == '/') { if (sscanf(buf, "%f", &arg1) == 1 && arg1 != 0.0f) *v = (int)(arg0 / arg1); }// Divide
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+ else { if (sscanf(buf, scalar_format, &arg0) == 1) *v = arg0; } // Assign constant
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+ return (old_v != *v);
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}
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else if (data_type == ImGuiDataType_Float)
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{
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// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
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scalar_format = "%f";
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float* v = (float*)data_ptr;
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- float ref_v = *v;
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- if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
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- return;
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- float op_v = 0.0f;
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- if (sscanf(buf, scalar_format, &op_v) < 1)
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- return;
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+ const float old_v = *v;
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+ float arg0 = *v;
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+ if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
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+ return false;
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- if (op == '+') { *v = ref_v + op_v; } // Add (use "+-" to subtract)
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- else if (op == '*') { *v = ref_v * op_v; } // Multiply
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- else if (op == '/') { if (op_v != 0.0f) *v = ref_v / op_v; } // Divide
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- else { *v = op_v; } // Assign constant
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+ float arg1 = 0.0f;
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+ if (sscanf(buf, scalar_format, &arg1) < 1)
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+ return false;
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+ if (op == '+') { *v = arg0 + arg1; } // Add (use "+-" to subtract)
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+ else if (op == '*') { *v = arg0 * arg1; } // Multiply
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+ else if (op == '/') { if (arg1 != 0.0f) *v = arg0 / arg1; } // Divide
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+ else { *v = arg1; } // Assign constant
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+ return (old_v != *v);
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}
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+
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+ return false;
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}
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// Create text input in place of a slider (when CTRL+Clicking on slider)
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@@ -6002,7 +6010,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
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char buf[32];
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DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
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- bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
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+ bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
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if (g.ScalarAsInputTextId == 0)
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{
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// First frame
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@@ -6015,9 +6023,9 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
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// Release
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g.ScalarAsInputTextId = 0;
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}
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- if (value_changed)
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- DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
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- return value_changed;
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+ if (text_value_changed)
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+ return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
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+ return false;
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}
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// Parse display precision back from the display format string
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@@ -6867,7 +6875,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
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overlay = overlay_buf;
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}
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-
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+
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
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@@ -6932,7 +6940,7 @@ bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int f
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else
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*flags &= ~flags_value;
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}
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-
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+
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return pressed;
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}
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@@ -7767,7 +7775,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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if (is_editable)
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- g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
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+ g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
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}
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else
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{
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@@ -7839,10 +7847,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
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extra_flags |= ImGuiInputTextFlags_CharsDecimal;
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extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
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if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
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- {
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- DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
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- value_changed = true;
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- }
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+ value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
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// Step buttons
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if (step_ptr)
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@@ -8047,10 +8052,12 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
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const bool hovered = IsHovered(frame_bb, id);
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+ bool popup_opened = IsPopupOpen(id);
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+ bool popup_opened_now = false;
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const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
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RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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- RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
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+ RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_opened || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
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RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
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if (*current_item >= 0 && *current_item < items_count)
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@@ -8063,7 +8070,6 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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if (label_size.x > 0)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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- bool menu_toggled = false;
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if (hovered)
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{
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SetHoveredID(id);
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@@ -8077,8 +8083,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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else
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{
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FocusWindow(window);
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- ImGui::OpenPopup(label);
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- menu_toggled = true;
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+ OpenPopup(label);
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+ popup_opened = popup_opened_now = true;
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}
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}
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}
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@@ -8091,8 +8097,15 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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height_in_items = 7;
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float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
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- ImRect popup_rect(ImVec2(frame_bb.Min.x, frame_bb.Max.y), ImVec2(frame_bb.Max.x, frame_bb.Max.y + popup_height));
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- popup_rect.Max.y = ImMin(popup_rect.Max.y, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); // Adhoc height limit for Combo. Ideally should be handled in Begin() along with other popups size, we want to have the possibility of moving the popup above as well.
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+ float popup_y1 = frame_bb.Max.y;
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+ float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
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+ if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
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+ {
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+ // Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
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+ popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
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+ popup_y2 = frame_bb.Min.y;
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+ }
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+ ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
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ImGui::SetNextWindowPos(popup_rect.Min);
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ImGui::SetNextWindowSize(popup_rect.GetSize());
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
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@@ -8115,7 +8128,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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value_changed = true;
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*current_item = i;
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}
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- if (item_selected && menu_toggled)
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+ if (item_selected && popup_opened_now)
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ImGui::SetScrollHere();
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ImGui::PopID();
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}
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@@ -8654,7 +8667,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
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const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
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if (ImGui::ColorButton(col_display))
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g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
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-
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+
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// Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8(col[0]), IM_F32_TO_INT8(col[1]), IM_F32_TO_INT8(col[2]), IM_F32_TO_INT8(col[3]));
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@@ -8751,7 +8764,7 @@ void ImGui::Dummy(const ImVec2& size)
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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-
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+
|
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
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|
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ItemSize(bb);
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ItemAdd(bb, NULL);
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@@ -9013,9 +9026,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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}
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}
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- // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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+ // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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|
- ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
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+ ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
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window->DC.ColumnsSetID = window->GetID(id ? id : "columns");
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ImGui::PopID();
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