diff --git a/3rdparty/ocornut-imgui/imgui.cpp b/3rdparty/ocornut-imgui/imgui.cpp index 2e8e95bc8..d22d53284 100644 --- a/3rdparty/ocornut-imgui/imgui.cpp +++ b/3rdparty/ocornut-imgui/imgui.cpp @@ -1794,6 +1794,7 @@ ImGuiWindow::ImGuiWindow(const char* name) Accessed = false; Collapsed = false; SkipItems = false; + Appearing = false; BeginCount = 0; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; @@ -3981,13 +3982,15 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); + window->Appearing = (!window_was_active || window_appearing_after_being_hidden); // Process SetNextWindow***() calls bool window_pos_set_by_api = false, window_size_set_by_api = false; if (g.SetNextWindowPosCond) { const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that. - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f) { @@ -4003,7 +4006,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowSizeCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0; SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); g.SetNextWindowSizeCond = 0; @@ -4019,13 +4023,14 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowCollapsedCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; + if (window->Appearing) + window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond); g.SetNextWindowCollapsedCond = 0; } if (g.SetNextWindowFocus) { - ImGui::SetWindowFocus(); + SetWindowFocus(); g.SetNextWindowFocus = false; } @@ -5079,7 +5084,14 @@ void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) bool ImGui::IsWindowCollapsed() { - return GImGui->CurrentWindow->Collapsed; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; } void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) @@ -8563,8 +8575,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa return value_changed; } -// Combo box function. -bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +bool ImGui::BeginCombo(const char* label, const char* preview_value, float popup_opened_height) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -8591,88 +8602,102 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true); - if (*current_item >= 0 && *current_item < items_count) - { - const char* item_text; - if (items_getter(data, *current_item, &item_text)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f)); - } + if (preview_value != NULL) + RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - bool popup_toggled = false; if (hovered) { SetHoveredID(id); if (g.IO.MouseClicked[0]) { ClearActiveID(); - popup_toggled = true; - } - } - if (popup_toggled) - { - if (IsPopupOpen(id)) - { - ClosePopup(id); - } - else - { - FocusWindow(window); - OpenPopup(label); - popup_open = true; - } - } - - bool value_changed = false; - if (IsPopupOpen(id)) - { - // Size default to hold ~7 items - if (height_in_items < 0) - height_in_items = 7; - - float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3); - float popup_y1 = frame_bb.Max.y; - float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); - if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y)) - { - // 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) - popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y); - popup_y2 = frame_bb.Min.y; - } - ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2)); - SetNextWindowPos(popup_rect.Min); - SetNextWindowSize(popup_rect.GetSize()); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - - const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0); - if (BeginPopupEx(id, flags)) - { - // Display items - // FIXME-OPT: Use clipper - Spacing(); - for (int i = 0; i < items_count; i++) + if (IsPopupOpen(id)) { - PushID((void*)(intptr_t)i); - const bool item_selected = (i == *current_item); - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; - if (Selectable(item_text, item_selected)) - { - ClearActiveID(); - value_changed = true; - *current_item = i; - } - if (item_selected && popup_toggled) - SetScrollHere(); - PopID(); + ClosePopup(id); + } + else + { + FocusWindow(window); + OpenPopup(label); } - EndPopup(); } - PopStyleVar(); } + + if (!IsPopupOpen(id)) + return false; + + float popup_y1 = frame_bb.Max.y; + float popup_y2 = ImClamp(popup_y1 + popup_opened_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); + if ((popup_y2 - popup_y1) < ImMin(popup_opened_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y)) + { + // 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) + popup_y1 = ImClamp(frame_bb.Min.y - popup_opened_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y); + popup_y2 = frame_bb.Min.y; + } + ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2)); + SetNextWindowPos(popup_rect.Min); + SetNextWindowSize(popup_rect.GetSize()); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + + const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0); + if (!BeginPopupEx(id, flags)) + { + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + Spacing(); + + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); + PopStyleVar(); +} + +// Combo box function. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* preview_text = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_text); + + // Size default to hold ~7 items + if (height_in_items < 0) + height_in_items = 7; + float popup_opened_height = (g.FontSize + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3); + + if (!BeginCombo(label, preview_text, popup_opened_height)) + return false; + + // Display items + // FIXME-OPT: Use clipper + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected && IsWindowAppearing()) + SetScrollHere(); + PopID(); + } + + EndCombo(); return value_changed; } diff --git a/3rdparty/ocornut-imgui/imgui.h b/3rdparty/ocornut-imgui/imgui.h index de0029c35..a0a5b273a 100644 --- a/3rdparty/ocornut-imgui/imgui.h +++ b/3rdparty/ocornut-imgui/imgui.h @@ -149,6 +149,7 @@ namespace ImGui IMGUI_API float GetWindowWidth(); IMGUI_API float GetWindowHeight(); IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowAppearing(); IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin() @@ -493,8 +494,6 @@ namespace ImGui static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ - static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+ - static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+ #endif } // namespace ImGui diff --git a/3rdparty/ocornut-imgui/imgui_internal.h b/3rdparty/ocornut-imgui/imgui_internal.h index 1a02473a0..209c3a26a 100644 --- a/3rdparty/ocornut-imgui/imgui_internal.h +++ b/3rdparty/ocornut-imgui/imgui_internal.h @@ -674,7 +674,8 @@ struct IMGUI_API ImGuiWindow bool WasActive; bool Accessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar - bool SkipItems; // == Visible && !Collapsed + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; @@ -701,7 +702,6 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window. ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing - // Navigation / Focus int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) @@ -766,11 +766,15 @@ namespace ImGui IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); - // New Columns API + // FIXME-WIP: New Columns API IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index = -1); + // FIXME-WIP: New Combo API + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, float popup_opened_height); + IMGUI_API void EndCombo(); + // NB: All position are in absolute pixels coordinates (never using window coordinates internally) // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);