diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 3f2b774ad..11383335c 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -807,7 +807,7 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // Visual Studio warnings #ifdef _MSC_VER @@ -985,7 +985,7 @@ ImGuiStyle::ImGuiStyle() ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. - DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. @@ -2623,6 +2623,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SkipItems = false; Appearing = false; Hidden = false; + IsFallbackWindow = false; HasCloseButton = false; ResizeBorderHeld = -1; BeginCount = 0; @@ -2837,18 +2838,17 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // An active popup disable hovering on other windows (apart from its own children) // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; - if (!g.NavWindow) - return true; - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) - { - // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. - if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; - } + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } return true; } @@ -3292,10 +3292,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } } -// Initiate moving window, handle left-click and right-click focus +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { - // Initiate moving window ImGuiContext& g = *GImGui; if (g.ActiveId != 0 || g.HoveredId != 0) return; @@ -3789,9 +3789,10 @@ void ImGui::NewFrame() // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); - g.WithinFrameScopeWithImplicitWindow = true; + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiTestEngineHook_PostNewFrame(&g); @@ -4016,10 +4017,8 @@ static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWin static void AddRootWindowToDrawData(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (window->Flags & ImGuiWindowFlags_Tooltip) - AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); - else - AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4158,16 +4157,17 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); + + // Add background ImDrawList if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; @@ -4183,6 +4183,7 @@ void ImGui::Render() if (g.IO.MouseDrawCursor) RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Add foreground ImDrawList if (!g.ForegroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); @@ -4839,8 +4840,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { + ImGuiWindow* window_for_height = window; new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } @@ -5047,6 +5049,10 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au } PopID(); + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { @@ -5079,10 +5085,6 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->Size = window->SizeFull; return ret_auto_fit; } @@ -5131,6 +5133,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } } +// Draw background and borders +// Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; @@ -5342,6 +5346,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on @@ -5487,6 +5492,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } + // SELECT VIEWPORT // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) SetCurrentWindow(window); @@ -5597,14 +5603,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = FindBestWindowPosForPopup(window); // Clamp position/size so window stays visible within its viewport or monitor - // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. ImRect viewport_rect(GetViewportRect()); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { - if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { - ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); ClampWindowRect(window, viewport_rect, clamp_padding); } } @@ -5741,20 +5746,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. // We also disabled this when we have dimming overlay behind this specific one child. // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. - bool render_decorations_in_parent = false; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) - render_decorations_in_parent = true; - if (render_decorations_in_parent) - window->DrawList = parent_window->DrawList; + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; - // Handle title bar, scrollbar, resize grips and resize borders - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); - if (render_decorations_in_parent) - window->DrawList = &window->DrawListInst; + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } // Draw navigation selection/windowing rectangle border if (g.NavWindowingTargetAnim == window) @@ -7570,7 +7577,7 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) @@ -7580,12 +7587,13 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) } char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) + if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); @@ -10079,7 +10087,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); - ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); if (ImGui::TreeNode(tab_bar, "%s", buf)) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) diff --git a/3rdparty/dear-imgui/imgui_demo.cpp b/3rdparty/dear-imgui/imgui_demo.cpp index 050519136..6bee207b3 100644 --- a/3rdparty/dear-imgui/imgui_demo.cpp +++ b/3rdparty/dear-imgui/imgui_demo.cpp @@ -4685,7 +4685,8 @@ void ShowExampleAppDocuments(bool* p_open) static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar)) + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) { ImGui::End(); return; diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index dee166281..db9aaa184 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -433,7 +433,15 @@ enum ImGuiButtonFlags_ 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_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on - ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold + 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_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; enum ImGuiSliderFlags_ @@ -646,8 +654,9 @@ struct ImVec1 struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } }; // 2D axis aligned bounding-box @@ -976,7 +985,7 @@ struct ImGuiPtrOrIndex }; //----------------------------------------------------------------------------- -// Main imgui context +// Main Dear ImGui context //----------------------------------------------------------------------------- struct ImGuiContext @@ -1032,6 +1041,7 @@ struct ImGuiContext ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -1224,6 +1234,7 @@ struct ImGuiContext ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = 0; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; @@ -1416,7 +1427,7 @@ struct IMGUI_API ImGuiWindowTempData struct IMGUI_API ImGuiWindow { char* Name; - ImGuiID ID; // == ImHash(Name) + ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) @@ -1443,6 +1454,7 @@ struct IMGUI_API ImGuiWindow 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 Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool IsFallbackWindow; // Set on the "Debug##Default" window. bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) @@ -1568,7 +1580,7 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index 1109e2a33..489f9e304 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -464,9 +464,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool return false; } - // Default behavior requires click+release on same spot + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) - flags |= ImGuiButtonFlags_PressedOnClickRelease; + flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; @@ -505,38 +509,55 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; - // Mouse + // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0]) + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) { - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } } - if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveId) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - FocusWindow(window); - } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) - { - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + // Repeat mode trumps on release behavior + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay)) pressed = true; ClearActiveID(); } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) - pressed = true; + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + pressed = true; } if (pressed) @@ -548,7 +569,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) hovered = true; - if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); @@ -568,24 +588,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool held = false; if (g.ActiveId == id) { - if (pressed) - g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - if (g.IO.MouseDown[0]) + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (g.IO.MouseDown[mouse_button]) { held = true; } else { - const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; - const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + 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) pressed = true; } @@ -599,6 +620,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId != id) ClearActiveID(); } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; } if (out_hovered) *out_hovered = hovered; @@ -6062,7 +6085,7 @@ bool ImGui::BeginMenuBar() // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding)), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -6369,9 +6392,6 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabBar() // - BeginTabBarEx() [Internal] // - EndTabBar() @@ -6886,9 +6906,6 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() // - TabItemEx() [Internal]