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Merge branch 'master' into docking, incl conflict merge in BeginMenuBar() for #8267
# Conflicts: # imgui_widgets.cpp
This commit is contained in:
commit
355cb589e3
8 changed files with 149 additions and 109 deletions
126
imgui.cpp
126
imgui.cpp
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@ -7033,7 +7033,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
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{
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float y = window->Pos.y + window->TitleBarHeight - 1;
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window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
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window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
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}
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}
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@ -7130,9 +7130,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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{
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ImRect menu_bar_rect = window->MenuBarRect();
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
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window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
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if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
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window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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// Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
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@ -7172,9 +7172,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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continue;
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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const float border_inner = IM_ROUND(window_border_size * 0.5f);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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window->DrawList->PathFillConvex(col);
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}
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}
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@ -21986,18 +21987,24 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
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// [DEBUG] Display details for a single font, called by ShowStyleEditor().
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void ImGui::DebugNodeFont(ImFont* font)
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{
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bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
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bool opened = TreeNode(font, "Font: \"%s\": %.2f px, %d glyphs, %d sources(s)",
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font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
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SameLine();
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if (SmallButton("Set as default"))
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GetIO().FontDefault = font;
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if (!opened)
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return;
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// Display preview text
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if (!opened)
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Indent();
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Indent();
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PushFont(font);
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Text("The quick brown fox jumps over the lazy dog");
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PopFont();
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if (!opened)
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{
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Unindent();
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Unindent();
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return;
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}
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if (SmallButton("Set as default"))
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GetIO().FontDefault = font;
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// Display details
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SetNextItemWidth(GetFontSize() * 8);
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@ -22016,62 +22023,69 @@ void ImGui::DebugNodeFont(ImFont* font)
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Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
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for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
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if (font->ConfigData)
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if (const ImFontConfig* cfg = &font->ConfigData[config_i])
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BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
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config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
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{
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const ImFontConfig* cfg = &font->ConfigData[config_i];
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int oversample_h, oversample_v;
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ImFontAtlasBuildGetOversampleFactors(cfg, &oversample_h, &oversample_v);
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BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
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config_i, cfg->Name, cfg->OversampleH, oversample_h, cfg->OversampleV, oversample_v, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
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}
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// Display all glyphs of the fonts in separate pages of 256 characters
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if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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ImDrawList* draw_list = GetWindowDrawList();
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const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
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const float cell_size = font->FontSize * 1;
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const float cell_spacing = GetStyle().ItemSpacing.y;
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for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
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if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
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// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
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// is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
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if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191))
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ImDrawList* draw_list = GetWindowDrawList();
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const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
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const float cell_size = font->FontSize * 1;
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const float cell_spacing = GetStyle().ItemSpacing.y;
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for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
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{
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base += 8192 - 256;
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continue;
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}
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int count = 0;
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for (unsigned int n = 0; n < 256; n++)
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if (font->FindGlyphNoFallback((ImWchar)(base + n)))
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count++;
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if (count <= 0)
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continue;
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if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
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continue;
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// Draw a 16x16 grid of glyphs
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ImVec2 base_pos = GetCursorScreenPos();
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for (unsigned int n = 0; n < 256; n++)
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{
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// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
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// available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
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ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
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ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
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const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
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draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
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if (!glyph)
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continue;
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font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
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if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
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// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
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// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
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// is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
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if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191))
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{
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DebugNodeFontGlyph(font, glyph);
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EndTooltip();
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base += 8192 - 256;
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continue;
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}
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int count = 0;
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for (unsigned int n = 0; n < 256; n++)
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if (font->FindGlyphNoFallback((ImWchar)(base + n)))
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count++;
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if (count <= 0)
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continue;
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if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
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continue;
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// Draw a 16x16 grid of glyphs
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ImVec2 base_pos = GetCursorScreenPos();
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for (unsigned int n = 0; n < 256; n++)
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{
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// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
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// available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
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ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
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ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
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const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
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draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
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if (!glyph)
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continue;
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font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
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if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
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{
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DebugNodeFontGlyph(font, glyph);
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EndTooltip();
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}
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}
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Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
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TreePop();
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}
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Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
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TreePop();
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}
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TreePop();
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}
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TreePop();
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Unindent();
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}
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void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
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