mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Updated ImGui.
This commit is contained in:
55
3rdparty/dear-imgui/imgui.cpp
vendored
55
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -305,6 +305,7 @@
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/07/06 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.OptResizeWindowsFromEdges to enable the feature.
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- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
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- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
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- 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.
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@@ -894,6 +895,8 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* ini
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namespace ImGui
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{
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static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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@@ -3717,6 +3720,10 @@ void ImGui::NewFrame()
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if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
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IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
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// The beta io.OptResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
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if (g.IO.OptResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
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g.IO.OptResizeWindowsFromEdges = false;
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// Load settings on first frame (if not explicitly loaded manually before)
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if (!g.SettingsLoaded)
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{
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@@ -5469,45 +5476,47 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
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return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
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}
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static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
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static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* parent_window = ImGui::GetCurrentWindow();
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ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
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ImGuiWindow* parent_window = g.CurrentWindow;
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flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
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flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
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const ImVec2 content_avail = ImGui::GetContentRegionAvail();
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// Size
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const ImVec2 content_avail = GetContentRegionAvail();
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ImVec2 size = ImFloor(size_arg);
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const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
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if (size.x <= 0.0f)
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size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
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if (size.y <= 0.0f)
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size.y = ImMax(content_avail.y + size.y, 4.0f);
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SetNextWindowSize(size);
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const float backup_border_size = g.Style.ChildBorderSize;
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if (!border)
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g.Style.ChildBorderSize = 0.0f;
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flags |= extra_flags;
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// Name
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char title[256];
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if (name)
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ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name);
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else
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ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
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ImGui::SetNextWindowSize(size);
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bool ret = ImGui::Begin(title, NULL, flags);
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ImGuiWindow* child_window = ImGui::GetCurrentWindow();
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child_window->ChildId = id;
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child_window->AutoFitChildAxises = auto_fit_axises;
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const float backup_border_size = g.Style.ChildBorderSize;
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if (!border)
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g.Style.ChildBorderSize = 0.0f;
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bool ret = Begin(title, NULL, flags);
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g.Style.ChildBorderSize = backup_border_size;
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ImGuiWindow* child_window = g.CurrentWindow;
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child_window->ChildId = id;
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child_window->AutoFitChildAxises = auto_fit_axises;
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// Process navigation-in immediately so NavInit can run on first frame
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if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
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if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
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{
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ImGui::FocusWindow(child_window);
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ImGui::NavInitWindow(child_window, false);
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ImGui::SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
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g.ActiveIdSource = ImGuiInputSource_Nav;
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}
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@@ -5826,8 +5835,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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else
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{
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// When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
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ImVec2 size_min(0.0f, 0.0f);
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if (!(window->Flags & ImGuiWindowFlags_ChildMenu))
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const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0 && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
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const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
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ImVec2 size_min(1.0f, 1.0f);
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if (!is_popup && !is_menu)
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size_min = style.WindowMinSize;
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ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
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ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
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@@ -5936,7 +5947,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
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return;
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const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
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const int resize_border_count = g.IO.OptResizeWindowsFromEdges ? 4 : 0;
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
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@@ -6337,7 +6348,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Handle manual resize: Resize Grips, Borders, Gamepad
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int border_held = -1;
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ImU32 resize_grip_col[4] = { 0 };
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const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
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const int resize_grip_count = g.IO.OptResizeWindowsFromEdges ? 2 : 1; // 4
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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if (!window->Collapsed)
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UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
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9
3rdparty/dear-imgui/imgui.h
vendored
9
3rdparty/dear-imgui/imgui.h
vendored
@@ -596,7 +596,6 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
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ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
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ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
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//ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
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ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
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ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
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ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
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@@ -606,7 +605,6 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
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ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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@@ -618,6 +616,10 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
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ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
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// [Obsolete]
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//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
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//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.OptResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
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};
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// Flags for ImGui::InputText()
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@@ -1080,9 +1082,10 @@ struct ImGuiIO
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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// Advanced/subtle behaviors
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// Miscellaneous options
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bool OptMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
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bool OptCursorBlink; // = true // Enable blinking cursor, for users who consider it annoying.
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bool OptResizeWindowsFromEdges;// = false // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
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//------------------------------------------------------------------
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// Settings (User Functions)
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17
3rdparty/dear-imgui/imgui_draw.cpp
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17
3rdparty/dear-imgui/imgui_draw.cpp
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@@ -1267,23 +1267,6 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDra
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}
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}
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// Scan and shade backward from the end of given vertices. Assume vertices are text only (= vert_start..vert_end going left to right) so we can break as soon as we are out the gradient bounds.
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void ImGui::ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x)
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{
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float gradient_extent_x = gradient_p1_x - gradient_p0_x;
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float gradient_inv_length2 = 1.0f / (gradient_extent_x * gradient_extent_x);
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int full_alpha_count = 0;
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for (ImDrawVert* vert = vert_end - 1; vert >= vert_start; vert--)
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{
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float d = (vert->pos.x - gradient_p0_x) * (gradient_extent_x);
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float alpha_mul = 1.0f - ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
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if (alpha_mul >= 1.0f && ++full_alpha_count > 2)
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return; // Early out
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int a = (int)(((vert->col >> IM_COL32_A_SHIFT) & 0xFF) * alpha_mul);
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vert->col = (vert->col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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}
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// Distribute UV over (a, b) rectangle
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void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
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{
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1
3rdparty/dear-imgui/imgui_internal.h
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1
3rdparty/dear-imgui/imgui_internal.h
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@@ -1175,7 +1175,6 @@ namespace ImGui
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// Shade functions (write over already created vertices)
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
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IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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} // namespace ImGui
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