Updated ImGui.

This commit is contained in:
Бранимир Караџић
2021-11-28 20:22:30 -08:00
parent d5d8a7cf9a
commit 75fe88fe3a
6 changed files with 346 additions and 145 deletions

View File

@@ -926,7 +926,7 @@ static void NavEndFrame();
static bool NavScoreItem(ImGuiNavItemData* result);
static void NavApplyItemToResult(ImGuiNavItemData* result);
static void NavProcessItem();
static void NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id);
static void NavProcessItemForTabbingRequest(ImGuiID id);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
@@ -2413,6 +2413,15 @@ void ImGuiListClipper::End()
}
}
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
{
ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
IM_ASSERT(item_min <= item_max);
if (item_min < item_max)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
}
bool ImGuiListClipper::Step()
{
ImGuiContext& g = *GImGui;
@@ -3114,7 +3123,7 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
ImGuiID seed = IDStack.back();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
@@ -3271,42 +3280,46 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
{
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
return IsItemFocused();
if (!IsItemFocused())
return false;
}
else
{
// Test for bounding box overlap, as updated as ItemAdd()
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
// the test that has been running for a long while.
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
return false;
// Test if another item is active (e.g. being dragged)
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
if (!IsWindowContentHoverable(window, flags))
return false;
// Test if the item is disabled
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// 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 (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false;
}
// Test for bounding box overlap, as updated as ItemAdd()
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
// the test that has been running for a long while.
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
return false;
// Test if another item is active (e.g. being dragged)
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
if (!IsWindowContentHoverable(window, flags))
return false;
// Test if the item is disabled
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// 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 (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false;
return true;
}
@@ -3701,7 +3714,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetTopMostPopupModal();
bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);
bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
}
}
@@ -4354,11 +4367,15 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
}
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
{
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
AddWindowToDrawData(window, layer);
return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
{
AddWindowToDrawData(window, GetWindowDisplayLayer(window));
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@@ -5516,7 +5533,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
{
ImVec2 nav_resize_delta;
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
if (g.NavInputSource == ImGuiInputSource_Gamepad)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
@@ -6396,9 +6413,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
if (!g.LogEnabled)
{
const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (!g.LogEnabled && !nav_request)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1;
}
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
@@ -6749,6 +6769,12 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent,
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
{
ImGuiContext& g = *GImGui;
// It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
if (display_layer_delta != 0)
return display_layer_delta > 0;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* candidate_window = g.Windows[i];
@@ -8209,10 +8235,10 @@ void ImGui::SetScrollHereY(float center_y_ratio)
void ImGui::BeginTooltip()
{
BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
}
void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)
void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
{
ImGuiContext& g = *GImGui;
@@ -8241,7 +8267,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
Begin(window_name, NULL, flags | extra_flags);
Begin(window_name, NULL, flags | extra_window_flags);
}
void ImGui::EndTooltip()
@@ -8252,7 +8278,7 @@ void ImGui::EndTooltip()
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
TextV(fmt, args);
EndTooltip();
}
@@ -9046,7 +9072,7 @@ static void ImGui::NavProcessItem()
if (is_tabbing)
{
if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
NavProcessItemForTabbingRequest(window, id);
NavProcessItemForTabbingRequest(id);
}
else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
{
@@ -9084,11 +9110,12 @@ static void ImGui::NavProcessItem()
// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
void ImGui::NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id)
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
// Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
ImGuiNavItemData* result = &g.NavMoveResultLocal;
if (g.NavTabbingDir == +1)
{
// Tab Forward or SetKeyboardFocusHere() with >= 0
@@ -9328,6 +9355,8 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)
delta += ImVec2((float)IsKeyDown(GetKeyIndex(ImGuiKey_RightArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_LeftArrow)), (float)IsKeyDown(GetKeyIndex(ImGuiKey_DownArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_UpArrow)));
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
@@ -9676,11 +9705,8 @@ void ImGui::NavMoveRequestApplyResult()
// Tabbing forward wrap
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
if (g.NavTabbingCounter == 1 || g.NavTabbingDir == 0)
{
IM_ASSERT(g.NavTabbingResultFirst.ID != 0);
if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
result = &g.NavTabbingResultFirst;
}
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
if (result == NULL)
@@ -10012,10 +10038,9 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingTargetAnim = NULL;
}
// Start CTRL-TAB or Square+L/R window selection
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
// Start CTRL+Tab or Square+L/R window selection
const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
@@ -10066,6 +10091,7 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
{
g.NavWindowingToggleLayer = true;
@@ -10094,7 +10120,7 @@ static void ImGui::NavUpdateWindowing()
{
ImVec2 move_delta;
if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
if (g.NavInputSource == ImGuiInputSource_Gamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
@@ -10266,16 +10292,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
return false;
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
{
IM_ASSERT(0);
return false;
}
// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
// Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
// Rely on keeping other window->LastItemXXX fields intact.
source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);

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@@ -64,7 +64,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.86 WIP"
#define IMGUI_VERSION_NUM 18508
#define IMGUI_VERSION_NUM 18511
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
@@ -152,7 +152,7 @@ struct ImGuiContext; // Dear ImGui context (opaque structure, unl
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
@@ -974,7 +974,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
@@ -2207,6 +2207,9 @@ struct ImGuiListClipper
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
#endif

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@@ -1919,37 +1919,38 @@ ImFontConfig::ImFontConfig()
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing.
// (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
"X - X.X - X.....X - X.....X -X...X - X...X- X..X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
" X..X - X...X - X...X - X..X X..X - - X........X "
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
"------------ - X - X -X.....................X- ------------------"
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
@@ -1963,6 +1964,7 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
ImFontAtlas::ImFontAtlas()

View File

@@ -253,12 +253,19 @@ namespace ImStb
#endif
// Debug Tools
// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
#ifndef IM_DEBUG_BREAK
#if defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined (_MSC_VER)
#if defined (_MSC_VER)
#define IM_DEBUG_BREAK() __debugbreak()
#elif defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03")
#elif defined(__GNUC__) && defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")
#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0");
#else
#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
#endif
@@ -1020,8 +1027,6 @@ struct IMGUI_API ImGuiInputTextState
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
ImGuiInputTextFlags Flags; // copy of InputText() flags
ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // "
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
@@ -1230,9 +1235,10 @@ enum ImGuiNavHighlightFlags_
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_None = 0,
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys
ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
ImGuiNavDirSourceFlags_PadLStick = 1 << 3
};
enum ImGuiNavMoveFlags_
@@ -2526,7 +2532,7 @@ namespace ImGui
IMGUI_API void ClosePopupsExceptModals();
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);

View File

@@ -4180,8 +4180,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->Edited = false;
state->BufCapacityA = buf_size;
state->Flags = flags;
state->UserCallback = callback;
state->UserCallbackData = callback_user_data;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
@@ -4419,11 +4417,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Process callbacks and apply result back to user's buffer.
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (cancel_edit)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
@@ -4499,8 +4497,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
callback_data.Flags = flags;
callback_data.UserData = callback_user_data;
char* callback_buf = is_readonly ? buf : state->TextA.Data;
callback_data.EventKey = event_key;
callback_data.Buf = state->TextA.Data;
callback_data.Buf = callback_buf;
callback_data.BufTextLen = state->CurLenA;
callback_data.BufSize = state->BufCapacityA;
callback_data.BufDirty = false;
@@ -4515,7 +4514,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
callback(&callback_data);
// Read back what user may have modified
IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
const bool buf_dirty = callback_data.BufDirty;
@@ -4542,39 +4541,37 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
}
// Copy result to user buffer
if (apply_new_text)
{
// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
// without any storage on user's side.
IM_ASSERT(apply_new_text_length >= 0);
if (is_resizable)
{
ImGuiInputTextCallbackData callback_data;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
//IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Clear temporary user storage
state->Flags = ImGuiInputTextFlags_None;
state->UserCallback = NULL;
state->UserCallbackData = NULL;
}
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
if (apply_new_text != NULL)
{
// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
// without any storage on user's side.
IM_ASSERT(apply_new_text_length >= 0);
if (is_resizable)
{
ImGuiInputTextCallbackData callback_data;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
//IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
@@ -5595,7 +5592,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags
{
ImGuiContext& g = *GImGui;
BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
if (text_end > text)
{