diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index a12521a0e..a866fd415 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -379,6 +379,9 @@ CODE - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. + when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. @@ -2534,6 +2537,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } } +// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -4914,6 +4918,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Position child window if (flags & ImGuiWindowFlags_ChildWindow) { + IM_ASSERT(parent_window->Active); window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; parent_window->DC.ChildWindows.push_back(window); if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) @@ -5381,7 +5386,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); } // Passing NULL allow to disable keyboard focus @@ -6558,7 +6563,7 @@ void ImGui::OpenPopupEx(ImGuiID id) popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); + //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -7348,7 +7353,7 @@ static void ImGui::NavUpdate() ImGuiContext& g = *GImGui; g.IO.WantSetMousePos = false; #if 0 - if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); #endif // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) diff --git a/3rdparty/dear-imgui/imgui.h b/3rdparty/dear-imgui/imgui.h index df41556c3..37bddda26 100644 --- a/3rdparty/dear-imgui/imgui.h +++ b/3rdparty/dear-imgui/imgui.h @@ -641,7 +641,7 @@ namespace ImGui IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into @@ -1283,7 +1283,7 @@ struct ImGuiIO bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame) + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 3a25c3c9a..a4edaf85c 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -101,6 +101,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #else #define IM_NEWLINE "\n" #endif +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index cc266b33a..0bb6d8357 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -488,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. g.NavActivateId = id; // This is so SetActiveId assign a Nav source SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } @@ -5862,7 +5862,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG g.CurrentTabBar.push_back(tab_bar); if (tab_bar->CurrFrameVisible == g.FrameCount) { - //printf("[%05d] BeginTabBarEx already called this frame\n", g.FrameCount); + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); IM_ASSERT(0); return true; }