From 4920ea4a6f58ed70b47abed629ccdb845c6f58df Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=91=D1=80=D0=B0=D0=BD=D0=B8=D0=BC=D0=B8=D1=80=20=D0=9A?= =?UTF-8?q?=D0=B0=D1=80=D0=B0=D1=9F=D0=B8=D1=9B?= Date: Tue, 4 Aug 2020 21:04:33 -0700 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 34 ++-- 3rdparty/dear-imgui/imgui.h | 33 +++- 3rdparty/dear-imgui/imgui_demo.cpp | 227 +++++++++++++++----------- 3rdparty/dear-imgui/imgui_draw.cpp | 4 +- 3rdparty/dear-imgui/imgui_internal.h | 50 +++--- 3rdparty/dear-imgui/imgui_widgets.cpp | 20 ++- 6 files changed, 219 insertions(+), 149 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index e6e024bf3..b491bb615 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -417,7 +417,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -1665,8 +1665,8 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { - unsigned int dummy = 0; - return ImTextCharFromUtf8(&dummy, in_text, in_text_end); + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) @@ -2162,7 +2162,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_end = end; } -static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. @@ -2194,7 +2194,7 @@ void ImGuiListClipper::Begin(int count, float items_height) { ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display if (DisplayStart > 0) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor StepNo = 2; } } @@ -2205,7 +2205,7 @@ void ImGuiListClipper::End() return; // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor ItemsCount = -1; StepNo = 3; } @@ -2239,7 +2239,7 @@ bool ImGuiListClipper::Step() StepNo = 3; return true; } - if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + if (StepNo == 2) // Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. { IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); StepNo = 3; @@ -3042,7 +3042,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for calling after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) return false; @@ -3063,10 +3063,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + if (g.NavDisableMouseHover) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + { + g.HoveredIdDisabled = true; return false; + } // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. @@ -3366,9 +3369,15 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (root_window != NULL && !is_closed_popup) { StartMouseMovingWindow(g.HoveredWindow); + + // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + if (g.HoveredId == 0 && g.HoveredIdDisabled) + g.MovingWindow = NULL; } else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { @@ -3725,6 +3734,7 @@ void ImGui::NewFrame() g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) @@ -4447,6 +4457,7 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) return g.IO.MouseDoubleClicked[button]; } +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. // [Internal] This doesn't test if the button is pressed bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { @@ -4719,7 +4730,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b { FocusWindow(child_window); NavInitWindow(child_window, false); - SetActiveID(id + 1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = ImGuiInputSource_Nav; } return ret; @@ -7840,6 +7851,7 @@ void ImGui::EndPopup() g.WithinEndChild = false; } +// Open a popup if mouse button is released over the item bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; diff --git a/3rdparty/dear-imgui/imgui.h b/3rdparty/dear-imgui/imgui.h index 3148801b2..bfef85615 100644 --- a/3rdparty/dear-imgui/imgui.h +++ b/3rdparty/dear-imgui/imgui.h @@ -153,6 +153,7 @@ typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: f typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() @@ -437,7 +438,7 @@ namespace ImGui // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text - IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding @@ -446,7 +447,7 @@ namespace ImGui IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); - IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. @@ -877,6 +878,7 @@ enum ImGuiTreeNodeFlags_ // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { ImGuiPopupFlags_None = 0, @@ -1221,6 +1223,19 @@ enum ImGuiStyleVar_ #endif }; +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}; + // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() enum ImGuiColorEditFlags_ { @@ -1315,16 +1330,16 @@ enum ImGuiCond_ // Helpers: Memory allocations macros // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_FREE(_PTR) ImGui::MemFree(_PTR) -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- @@ -1828,7 +1843,7 @@ struct ImGuiStorage // ImGui::Text("line number %d", i); // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. -// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - (Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. struct ImGuiListClipper { diff --git a/3rdparty/dear-imgui/imgui_demo.cpp b/3rdparty/dear-imgui/imgui_demo.cpp index 2acee763f..e267872ff 100644 --- a/3rdparty/dear-imgui/imgui_demo.cpp +++ b/3rdparty/dear-imgui/imgui_demo.cpp @@ -1243,7 +1243,7 @@ static void ShowDemoWindowWidgets() static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - // Create a dummy array of contiguous float values to plot + // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float // and the sizeof() of your structure in the "stride" parameter. static float values[90] = {}; @@ -1251,7 +1251,7 @@ static void ShowDemoWindowWidgets() static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 Hz rate for the demo + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo { static float phase = 0.0f; values[values_offset] = cosf(phase); @@ -1351,7 +1351,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("Color button with Custom Picker Popup:"); - // Generate a dummy default palette. The palette will persist and can be edited. + // Generate a default palette. The palette will persist and can be edited. static bool saved_palette_init = true; static ImVec4 saved_palette[32] = {}; if (saved_palette_init) @@ -1932,8 +1932,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); - static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; - ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; + ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. @@ -2376,7 +2376,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2392,7 +2392,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); if (node_open) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2693,7 +2693,7 @@ static void ShowDemoWindowLayout() ImGui::TextWrapped("(Click and drag)"); ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); - ImGui::InvisibleButton("##dummy", size); + ImGui::InvisibleButton("##empty", size); if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) { offset.x += ImGui::GetIO().MouseDelta.x; @@ -2869,8 +2869,8 @@ static void ShowDemoWindowPopups() ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); - //static int dummy_i = 0; - //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); static bool dont_ask_me_next_time = false; ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); @@ -2892,7 +2892,7 @@ static void ShowDemoWindowPopups() { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Dummy menu item")) {} + if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -2911,8 +2911,8 @@ static void ShowDemoWindowPopups() // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value // of the bool actually doesn't matter here. - bool dummy_open = true; - if (ImGui::BeginPopupModal("Stacked 2", &dummy_open)) + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) { ImGui::Text("Hello from Stacked The Second!"); if (ImGui::Button("Close")) @@ -3247,7 +3247,7 @@ static void ShowDemoWindowMisc() if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); - static char buf[32] = "dummy"; + static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); @@ -3903,7 +3903,7 @@ static void ShowExampleAppMainMenuBar() // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { - ImGui::MenuItem("(dummy menu)", NULL, false, false); + ImGui::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) @@ -4067,8 +4067,8 @@ struct ExampleAppConsole // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); - if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } @@ -4558,7 +4558,7 @@ static void ShowExampleAppLayout(bool* p_open) // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- -static void ShowDummyObject(const char* prefix, int uid) +static void ShowPlaceholderObject(const char* prefix, int uid) { // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); @@ -4570,13 +4570,13 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); if (node_open) { - static float dummy_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; for (int i = 0; i < 8; i++) { ImGui::PushID(i); // Use field index as identifier. if (i < 2) { - ShowDummyObject("Child", 424242); + ShowPlaceholderObject("Child", 424242); } else { @@ -4587,9 +4587,9 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); ImGui::SetNextItemWidth(-1); if (i >= 5) - ImGui::InputFloat("##value", &dummy_members[i], 1.0f); + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); else - ImGui::DragFloat("##value", &dummy_members[i], 0.01f); + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); ImGui::NextColumn(); } ImGui::PopID(); @@ -4619,9 +4619,9 @@ static void ShowExampleAppPropertyEditor(bool* p_open) ImGui::Columns(2); ImGui::Separator(); - // Iterate dummy objects with dummy members (all the same data) + // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 3; obj_i++) - ShowDummyObject("Object", obj_i); + ShowPlaceholderObject("Object", obj_i); ImGui::Columns(1); ImGui::Separator(); @@ -4859,31 +4859,32 @@ static void ShowExampleAppCustomRendering(bool* p_open) // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! - ImDrawList* draw_list = ImGui::GetWindowDrawList(); if (ImGui::BeginTabBar("##TabBar")) { if (ImGui::BeginTabItem("Primitives")) { ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); // Draw gradients // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. ImGui::Text("Gradients"); ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); - ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient1", gradient_size); } { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 1.0f, 0.0f, 1.0f)); - ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 0.0f, 0.0f, 1.0f)); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient2", gradient_size); } @@ -4904,6 +4905,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) circle_segments_override = true; ImGui::ColorEdit4("Color", &colf.x); + const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; @@ -4911,94 +4913,137 @@ static void ShowExampleAppCustomRendering(bool* p_open) const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; - float x = p.x + 4.0f, y = p.y + 4.0f; + float x = p.x + 4.0f; + float y = p.y + 4.0f; for (int n = 0; n < 2; n++) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle - draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); x = p.x + 4; y += sz + spacing; } - draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle - draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); + ImGui::Dummy(ImVec2((sz + spacing) * 8.8f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Canvas")) { - static ImVector points; + struct ItemLine { ImVec2 p0, p1; ItemLine(const ImVec2& _p0, const ImVec2& _p1) { p0 = _p0; p1 = _p1; } }; + static ImVector lines; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; static bool adding_line = false; - if (ImGui::Button("Clear")) points.clear(); - if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } - ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); - // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use - // IsItemHovered(). But you can also draw directly and poll mouse/keyboard by yourself. - // You can manipulate the cursor using GetCursorPos() and SetCursorPos(). - // If you only use the ImDrawList API, you can notify the owner window of its extends with SetCursorPos(max). - ImVec2 canvas_p = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; - draw_list->AddRectFilledMultiColor(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); - draw_list->AddRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(255, 255, 255, 255)); + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); - bool adding_preview = false; - ImGui::InvisibleButton("canvas", canvas_sz); - ImVec2 mouse_pos_global = ImGui::GetIO().MousePos; - ImVec2 mouse_pos_canvas = ImVec2(mouse_pos_global.x - canvas_p.x, mouse_pos_global.y - canvas_p.y); + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + lines.push_back(ItemLine(mouse_pos_in_canvas, mouse_pos_in_canvas)); + adding_line = true; + } if (adding_line) { - adding_preview = true; - points.push_back(mouse_pos_canvas); - if (!ImGui::IsMouseDown(0)) - adding_line = adding_preview = false; - } - if (ImGui::IsItemHovered()) - { - if (!adding_line && ImGui::IsMouseClicked(0)) - { - points.push_back(mouse_pos_canvas); - adding_line = true; - } - if (ImGui::IsMouseClicked(1) && !points.empty()) - { - adding_line = adding_preview = false; - points.pop_back(); - points.pop_back(); - } + lines.back().p1 = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; } - // Draw all lines in the canvas (with a clipping rectangle so they don't stray out of it). - draw_list->PushClipRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), true); - for (int i = 0; i < points.Size - 1; i += 2) - draw_list->AddLine(ImVec2(canvas_p.x + points[i].x, canvas_p.y + points[i].y), ImVec2(canvas_p.x + points[i + 1].x, canvas_p.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupContextItem("context"); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + lines.pop_back(); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, lines.Size > 0)) { lines.pop_back(); } + if (ImGui::MenuItem("Remove all", NULL, false, lines.Size > 0)) { lines.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < lines.Size; n++) + draw_list->AddLine(ImVec2(origin.x + lines[n].p0.x, origin.y + lines[n].p0.y), ImVec2(origin.x + lines[n].p1.x, origin.y + lines[n].p1.y), IM_COL32(255, 255, 0, 255), 2.0f); draw_list->PopClipRect(); - if (adding_preview) - points.pop_back(); + ImGui::EndTabItem(); } @@ -5053,7 +5098,7 @@ struct MyDocument void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } - // Display dummy contents for the Document + // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) { ImGui::PushID(doc); diff --git a/3rdparty/dear-imgui/imgui_draw.cpp b/3rdparty/dear-imgui/imgui_draw.cpp index f931173d8..3dccd42cb 100644 --- a/3rdparty/dear-imgui/imgui_draw.cpp +++ b/3rdparty/dear-imgui/imgui_draw.cpp @@ -2307,8 +2307,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 317288a24..e0f8ae02b 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -604,32 +604,25 @@ enum ImGuiItemStatusFlags_ #endif }; -enum ImGuiButtonFlags_ +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ { - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event) - ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using - ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item - ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnFocus = 1 << 15, // don't report as hovered when nav focus is on this item - ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button - ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button - ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button - - ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonShift_ = 16, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; @@ -1144,8 +1137,9 @@ struct ImGuiContext // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget - bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget @@ -1348,9 +1342,9 @@ struct ImGuiContext WheelingWindow = NULL; WheelingWindowTimer = 0.0f; - HoveredId = 0; + HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdPreviousFrame = 0; + HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdIsAlive = 0; diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index 72712df50..67447a9d8 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -595,6 +595,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } } + // Process while held bool held = false; if (g.ActiveId == id) { @@ -615,6 +616,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { + // Report as pressed when releasing the mouse (this is the most common path) bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) @@ -627,6 +629,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { + // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } @@ -682,7 +685,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags bool ImGui::Button(const char* label, const ImVec2& size_arg) { - return ButtonEx(label, size_arg, 0); + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); } // Small buttons fits within text without additional vertical spacing. @@ -698,7 +701,7 @@ bool ImGui::SmallButton(const char* label) // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) -bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -715,7 +718,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) return false; bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); return pressed; } @@ -5217,9 +5220,9 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); SetCursorScreenPos(backup_pos); - ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); - ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } PopItemWidth(); @@ -5691,7 +5694,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. // With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. @@ -7133,7 +7136,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID(tab_bar, label); - // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if (p_open && !*p_open) {