diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 2a3004200..9149f449a 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -441,7 +441,7 @@ Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also - perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags(). + perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) @@ -858,7 +858,6 @@ static void NavUpdate(); static void NavUpdateWindowing(); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); -static void UpdateMovingWindow(); static void UpdateMouseInputs(); static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window); @@ -2073,7 +2072,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) CollapseToggleWanted = false; SkipItems = false; Appearing = false; - CloseButton = false; + HasCloseButton = false; BeginOrderWithinParent = -1; BeginOrderWithinContext = -1; BeginCount = 0; @@ -3507,7 +3506,7 @@ static void ImGui::NavUpdate() #endif } -static void ImGui::UpdateMovingWindow() +void ImGui::UpdateMovingWindow() { ImGuiContext& g = *GImGui; if (g.MovingWindow != NULL) @@ -3596,7 +3595,7 @@ static void ImGui::UpdateMouseInputs() } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) -void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags() +void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; @@ -3767,7 +3766,7 @@ void ImGui::NewFrame() // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) UpdateMovingWindow(); - NewFrameUpdateHoveredWindowAndCaptureFlags(); + UpdateHoveredWindowAndCaptureFlags(); if (GetFrontMostPopupModal() != NULL) g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f); @@ -6034,7 +6033,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window_just_activated_by_user |= (window != popup_ref.Window); } window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); - window->CloseButton = (p_open != NULL); + window->HasCloseButton = (p_open != NULL); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); @@ -8076,7 +8075,7 @@ bool ImGui::SmallButton(const char* label) return pressed; } -bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -8084,24 +8083,33 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(str_id); - float sz = ImGui::GetFrameHeight(); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz)); - ItemSize(bb); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) return false; + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + g.Style.FramePadding, dir); + RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir); return pressed; } +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + // 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) @@ -9077,14 +9085,9 @@ template static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; - // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, frame_col, true, style.FrameRounding); - const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_power = (power != 1.0f) && is_decimal; @@ -9245,10 +9248,16 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d } // For 32-bits and larger types, slider bounds are limited to half the natural type range. -// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2. -// It would be possible to life that limitation with some work but it doesn't seem to be work it for sliders. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags) { + // Draw frame + ImGuiContext& g = *GImGui; + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, frame_col, true, g.Style.FrameRounding); + switch (data_type) { case ImGuiDataType_S32: @@ -9524,7 +9533,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed if (g.IO.KeyShift) adjust_delta *= 10.0f; } - if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Nav) { int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; diff --git a/3rdparty/dear-imgui/imgui_demo.cpp b/3rdparty/dear-imgui/imgui_demo.cpp index f8fc547d7..a8c41dce9 100644 --- a/3rdparty/dear-imgui/imgui_demo.cpp +++ b/3rdparty/dear-imgui/imgui_demo.cpp @@ -12,11 +12,11 @@ // Thank you, // -Your beloved friend, imgui_demo.cpp (that you won't delete) -// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions. -// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions. // A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function. +// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. // It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads. -// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function. +// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS @@ -76,6 +76,7 @@ #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) +// Forward Declarations static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); @@ -89,6 +90,7 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleMenuFile(); +// Helper to display a little (?) mark which shows a tooltip when hovered. static void ShowHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); @@ -102,6 +104,7 @@ static void ShowHelpMarker(const char* desc) } } +// Helper to display basic user controls. void ImGui::ShowUserGuide() { ImGui::BulletText("Double-click on title bar to collapse window."); @@ -124,10 +127,11 @@ void ImGui::ShowUserGuide() ImGui::Unindent(); } -// Demonstrate most ImGui features (big function!) +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { - // Examples apps + // Examples Apps (accessible from the "Examples" menu) static bool show_app_main_menu_bar = false; static bool show_app_console = false; static bool show_app_log = false; @@ -139,10 +143,6 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_simple_overlay = false; static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; - static bool show_app_style_editor = false; - - static bool show_app_metrics = false; - static bool show_app_about = false; if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_console) ShowExampleAppConsole(&show_app_console); @@ -156,6 +156,11 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + // Dear ImGui Apps (accessible from the "Help" menu) + static bool show_app_metrics = false; + static bool show_app_style_editor = false; + static bool show_app_about = false; + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } if (show_app_about) @@ -168,6 +173,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::End(); } + // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; static bool no_scrollbar = false; static bool no_menu = false; @@ -177,7 +183,6 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_close = false; static bool no_nav = false; - // Demonstrate the various window flags. Typically you would just use the default. ImGuiWindowFlags window_flags = 0; if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; @@ -188,19 +193,22 @@ void ImGui::ShowDemoWindow(bool* p_open) if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; if (no_close) p_open = NULL; // Don't pass our bool* to Begin + // We specify a default size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming. ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); return; } - - //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels - ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); + // Most "big" widgets share a common width settings by default. + //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. + // Menu if (ImGui::BeginMenuBar()) { @@ -302,10 +310,15 @@ void ImGui::ShowDemoWindow(bool* p_open) } // Arrow buttons + static int counter = 0; float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {} + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); - if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {} + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index ec04672ad..16674ee2f 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -966,7 +966,7 @@ struct IMGUI_API ImGuiWindow bool CollapseToggleWanted; 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) - bool CloseButton; // Set when the window has a close button (p_open != NULL) + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) @@ -1070,7 +1070,8 @@ namespace ImGui IMGUI_API void Initialize(ImGuiContext* context); IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). - IMGUI_API void NewFrameUpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void UpdateMovingWindow(); IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); @@ -1154,6 +1155,7 @@ namespace ImGui IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags = 0);