diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index fae18545f..1de26cb91 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -955,7 +955,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -4267,15 +4267,15 @@ static void ImGui::UpdateMouseInputs() } } -static void StartLockWheelingWindow(ImGuiWindow* window) +static void LockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f; if (g.WheelingWindow == window) return; - IMGUI_DEBUG_LOG_IO("StartLockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); g.WheelingWindow = window; g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; } void ImGui::UpdateMouseWheel() @@ -4285,35 +4285,34 @@ void ImGui::UpdateMouseWheel() // Reset the locked window if we move the mouse or after the timer elapses if (g.WheelingWindow != NULL) { - g.WheelingWindowTimer -= g.IO.DeltaTime; + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) - g.WheelingWindowTimer = 0.0f; - if (g.WheelingWindowTimer <= 0.0f) - { - IMGUI_DEBUG_LOG_IO("UpdateMouseWheel() release WheelingWindow lock \"%s\"\n", g.WheelingWindow->Name); - g.WheelingWindow = NULL; - g.WheelingWindowTimer = 0.0f; - } + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL); } const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel); const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX); const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY); - float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; - float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; - if (wheel_x == 0.0f && wheel_y == 0.0f) + ImVec2 wheel; + wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; + wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; + if (wheel.x == 0.0f && wheel.y == 0.0f) return; - ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; - if (!window || window->Collapsed) + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) return; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - StartLockWheelingWindow(window); + LockWheelingWindow(mouse_window); + ImGuiWindow* window = mouse_window; const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; @@ -4326,46 +4325,50 @@ void ImGui::UpdateMouseWheel() } return; } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent if (g.IO.KeyCtrl) return; + // Mouse wheel scrolling // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; if (swap_axis) { - wheel_x = wheel_y; - wheel_y = 0.0f; + wheel.x = wheel.y; + wheel.y = 0.0f; } // Vertical Mouse Wheel scrolling - if (wheel_y != 0.0f) + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window doesn't need scrolling because it is already at the edge for the direction we are going in. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + if (wheel.y != 0.0f) { - StartLockWheelingWindow(window); + ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { + LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); } } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - if (wheel_x != 0.0f) + if (wheel.x != 0.0f) { - StartLockWheelingWindow(window); + ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { + LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); } } } diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 599b4e100..1baa556a9 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -1631,7 +1631,7 @@ struct ImGuiContext ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; - float WheelingWindowTimer; + float WheelingWindowReleaseTimer; // Item/widgets state and tracking information ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] @@ -1885,7 +1885,7 @@ struct ImGuiContext HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; + WheelingWindowReleaseTimer = 0.0f; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; @@ -2829,7 +2829,7 @@ namespace ImGui IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); - IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index 6a4283680..76dce450e 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -7592,8 +7592,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); - const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x; + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; @@ -8120,7 +8120,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); tab->RequestedWidth = -1.0f; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) size.x = tab->RequestedWidth = g.NextItemData.Width; @@ -8132,6 +8132,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; @@ -8263,7 +8264,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; bool just_closed; bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; @@ -8307,12 +8308,12 @@ void ImGui::SetTabItemClosed(const char* label) } } -ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); - if (has_close_button) + if (has_close_button_or_unsaved_marker) size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f;