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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut 2024-07-22 19:41:39 +02:00
commit 3fab2bb7be
7 changed files with 144 additions and 94 deletions

View file

@ -26,7 +26,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() string ownership change. (#7801)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
@ -733,7 +734,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
@ -741,7 +742,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
SDL_free(sdl_gamepads);
bd->WantUpdateGamepadsList = false;
}

View file

@ -98,8 +98,7 @@ Other changes:
- A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app.
- Documentation:
- Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
- Demo code.
- Headers are well commented.
- Demo code + headers are well commented.
- Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
- Added IsItemToggledSelection() for use if you need latest selection update during currnet iteration.
- Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
@ -135,10 +134,14 @@ Other changes:
- Multi-Select (checkboxes)
- Multi-Select (multiple scopes)
- Multi-Select (advanced)
- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
within a child window using ImGuiChildFlags_NavFlattened.
- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
can use the clipper without knowing the amount of items beforehand. (#1311)
In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) as the end of your iteration
loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
- TabBar, Style: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
thickness of the horizontal line over selectable tabs. [@DctrNoob]
- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
- Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
Debug log entries add a imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
@ -148,7 +151,8 @@ Other changes:
struct description data that a real application would want to use.
- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN.
(#7768, #4858, #2622) [@Aemony]
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (#7801)
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.

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@ -21,10 +21,11 @@
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS

View file

@ -1294,12 +1294,13 @@ ImGuiStyle::ImGuiStyle()
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText()
SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText()
SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
@ -1347,6 +1348,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
TabRounding = ImTrunc(TabRounding * scale_factor);
TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
@ -3340,6 +3342,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
@ -21546,6 +21549,12 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
(flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
if (flags & ImGuiWindowFlags_ChildWindow)
BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags,
(window->ChildFlags & ImGuiChildFlags_Border) ? "Border " : "",
(window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "",
(window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "",
(window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : "");
BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);

10
imgui.h
View file

@ -28,7 +28,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.0 WIP"
#define IMGUI_VERSION_NUM 19097
#define IMGUI_VERSION_NUM 19098
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -1131,7 +1131,7 @@ enum ImGuiWindowFlags_
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
#endif
};
@ -1156,7 +1156,7 @@ enum ImGuiChildFlags_
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
ImGuiChildFlags_NavFlattened = 1 << 8, // Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
};
// Flags for ImGui::PushItemFlag()
@ -1789,6 +1789,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
@ -2233,12 +2234,13 @@ struct ImGuiStyle
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.

View file

@ -281,7 +281,7 @@ struct ExampleTreeNode
// Leaf Data
bool HasData = false; // All leaves have data
bool DataMyBool = false;
bool DataMyBool = true;
int DataMyInt = 128;
ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f);
};
@ -316,6 +316,7 @@ static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, Exampl
}
// Create example tree data
// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
static ExampleTreeNode* ExampleTree_CreateDemoTree()
{
static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
@ -7729,6 +7730,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f");
ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
ImGui::SeparatorText("Rounding");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
@ -8697,103 +8700,122 @@ static void ShowExampleAppLayout(bool* p_open)
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
//-----------------------------------------------------------------------------
// Some of the interactions are a bit lack-luster:
// - We would want the table scrolling window to use NavFlattened.
// - We would want pressing validating or leaving the filter to somehow restore focus.
// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work.
// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties.
//-----------------------------------------------------------------------------
struct ExampleAppPropertyEditor
{
ImGuiTextFilter Filter;
ExampleTreeNode* VisibleNode = NULL;
void Draw(ExampleTreeNode* root_node)
{
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip);
ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll))
Filter.Build();
ImGui::PopItemFlag();
ImGuiTableFlags table_flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg;
if (ImGui::BeginTable("##split", 2, table_flags))
// Left side: draw tree
// - Currently using a table to benefit from RowBg feature
if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened))
{
ImGui::TableSetupColumn("Object", ImGuiTableColumnFlags_WidthStretch, 1.0f);
ImGui::TableSetupColumn("Contents", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger
//ImGui::TableSetupScrollFreeze(0, 1);
//ImGui::TableHeadersRow();
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip);
ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll))
Filter.Build();
ImGui::PopItemFlag();
for (ExampleTreeNode* node : root_node->Childs)
if (Filter.PassFilter(node->Name)) // Filter root node
DrawTreeNode(node);
ImGui::EndTable();
if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg))
{
for (ExampleTreeNode* node : root_node->Childs)
if (Filter.PassFilter(node->Name)) // Filter root node
DrawTreeNode(node);
ImGui::EndTable();
}
}
ImGui::EndChild();
// Right side: draw properties
ImGui::SameLine();
ImGui::BeginGroup(); // Lock X position
if (ExampleTreeNode* node = VisibleNode)
{
ImGui::Text("%s", node->Name);
ImGui::TextDisabled("UID: 0x%08X", node->UID);
ImGui::Separator();
if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
{
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger
if (node->HasData)
{
// In a typical application, the structure description would be derived from a data-driven system.
// - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array.
// - Limits and some details are hard-coded to simplify the demo.
for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos)
{
ImGui::TableNextRow();
ImGui::PushID(field_desc.Name);
ImGui::TableNextColumn();
ImGui::TextUnformatted(field_desc.Name);
ImGui::TableNextColumn();
void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset);
switch (field_desc.DataType)
{
case ImGuiDataType_Bool:
{
IM_ASSERT(field_desc.DataCount == 1);
ImGui::Checkbox("##Editor", (bool*)field_ptr);
break;
}
case ImGuiDataType_S32:
{
int v_min = INT_MIN, v_max = INT_MAX;
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max);
break;
}
case ImGuiDataType_Float:
{
float v_min = 0.0f, v_max = 1.0f;
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max);
break;
}
}
ImGui::PopID();
}
}
ImGui::EndTable();
}
}
ImGui::EndGroup();
}
void DrawTreeNode(ExampleTreeNode* node)
{
// Object tree node
ImGui::PushID(node->UID);
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
ImGui::TableNextColumn();
ImGui::PushID(node->UID);
ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
tree_flags |= ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_AllowOverlap; // Highlight whole row for visibility
tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards
tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support
bool node_open = ImGui::TreeNodeEx("##Object", tree_flags, "%s", node->Name);
ImGui::TableSetColumnIndex(1);
ImGui::TextDisabled("UID: 0x%08X", node->UID);
// Display child and data
if (node == VisibleNode)
tree_flags |= ImGuiTreeNodeFlags_Selected;
if (node->Childs.Size == 0)
tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet;
if (node->DataMyBool == false)
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]);
bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name);
if (node->DataMyBool == false)
ImGui::PopStyleColor();
if (ImGui::IsItemFocused())
VisibleNode = node;
if (node_open)
{
for (ExampleTreeNode* child : node->Childs)
DrawTreeNode(child);
if (node_open && node->HasData)
{
// In a typical application, the structure description would be derived from a data-driven system.
// - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array.
// - Limits and some details are hard-coded to simplify the demo.
// - Text and Selectable are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the selectable lines equal high.
for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos)
{
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop | ImGuiItemFlags_NoNav, true);
ImGui::Selectable(field_desc.Name, false, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
ImGui::PopItemFlag();
ImGui::TableSetColumnIndex(1);
ImGui::PushID(field_desc.Name);
void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset);
switch (field_desc.DataType)
{
case ImGuiDataType_Bool:
{
IM_ASSERT(field_desc.DataCount == 1);
ImGui::Checkbox("##Editor", (bool*)field_ptr);
break;
}
case ImGuiDataType_S32:
{
int v_min = INT_MIN, v_max = INT_MAX;
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max);
break;
}
case ImGuiDataType_Float:
{
float v_min = 0.0f, v_max = 1.0f;
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max);
break;
}
}
ImGui::PopID();
}
}
if (node_open)
ImGui::TreePop();
}
ImGui::PopID();
}
};

View file

@ -567,8 +567,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
SetActiveID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
{
SetFocusID(id, window);
FocusWindow(window);
FocusWindow(window);
}
else
{
FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
}
}
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))
{
@ -577,10 +583,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
FocusWindow(window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
{
SetFocusID(id, window);
FocusWindow(window);
}
else
{
FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
}
}
}
if (flags & ImGuiButtonFlags_PressedOnRelease)
@ -10027,13 +10039,13 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
ImDrawList* display_draw_list = window->DrawList;
const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
TabItemBackground(display_draw_list, bb, flags, tab_col);
if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline))
if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f)
{
float x_offset = IM_TRUNC(0.4f * style.TabRounding);
if (x_offset < 2.0f * g.CurrentDpiScale)
x_offset = 0.0f;
float y_offset = 1.0f * g.CurrentDpiScale;
display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), 2.0f * g.CurrentDpiScale);
display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize);
}
RenderNavHighlight(bb, id);