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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
commit
71bcf350bd
8 changed files with 129 additions and 79 deletions
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@ -1,4 +1,4 @@
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// dear imgui, v1.90.2 WIP
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// dear imgui, v1.90.2
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// (widgets code)
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/*
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@ -1790,7 +1790,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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// This is essentially a specialized version of BeginPopupEx()
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char name[16];
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
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// Set position given a custom constraint (peak into expected window size so we can position it)
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// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
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@ -1817,12 +1817,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
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return false;
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}
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g.BeginComboDepth++;
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return true;
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}
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void ImGui::EndCombo()
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{
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ImGuiContext& g = *GImGui;
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EndPopup();
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g.BeginComboDepth--;
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}
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// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
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@ -4205,11 +4208,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
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InputTextDeactivateHook(state->ID);
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// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
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// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
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// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
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const int buf_len = (int)strlen(buf);
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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if (!init_reload_from_user_buf)
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{
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// Take a copy of the initial buffer value.
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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}
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
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@ -6342,7 +6348,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Render
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const ImU32 text_col = GetColorU32(ImGuiCol_Text);
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact;
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if (display_frame)
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{
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// Framed type
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@ -6645,7 +6651,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
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}
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if (g.NavId == id)
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
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if (span_all_columns)
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{
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@ -7529,6 +7535,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopItemFlag();
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bool want_open = false;
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bool want_open_nav_init = false;
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bool want_close = false;
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if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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{
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@ -7571,8 +7578,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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want_open = true;
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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want_open = want_open_nav_init = true;
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NavMoveRequestCancel();
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NavRestoreHighlightAfterMove();
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}
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}
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else
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@ -7604,13 +7612,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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{
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// Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
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// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
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OpenPopup(label);
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}
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else if (want_open)
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{
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menu_is_open = true;
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OpenPopup(label);
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OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
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}
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if (menu_is_open)
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@ -7622,6 +7630,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopStyleVar();
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if (menu_is_open)
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{
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// Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
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// Perform an init request in the case the popup was already open (via a previous mouse hover)
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if (want_open && want_open_nav_init && !g.NavInitRequest)
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{
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FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
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NavInitWindow(g.CurrentWindow, false);
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}
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// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
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// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
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g.LastItemData = last_item_in_parent;
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