mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 04:53:06 +01:00
Updated ImGui.
This commit is contained in:
130
3rdparty/dear-imgui/imgui.cpp
vendored
130
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -2754,19 +2754,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
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window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
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}
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void ImGui::SetNavID(ImGuiID id, int nav_layer)
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// FIXME-NAV: Refactor those functions into a single, more explicit one.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavFocusScopeId = focus_scope_id;
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g.NavWindow->NavLastIds[nav_layer] = id;
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}
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavID(id, nav_layer);
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SetNavID(id, nav_layer, focus_scope_id);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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@@ -2811,13 +2813,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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g.NavId = id;
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g.NavWindow = window;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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window->NavLastIds[nav_layer] = id;
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if (window->DC.LastItemId == id)
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window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
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@@ -3082,24 +3086,24 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
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// Increment counters
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const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
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window->DC.FocusCounterAll++;
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window->DC.FocusCounterRegular++;
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if (is_tab_stop)
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window->DC.FocusCounterTab++;
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window->DC.FocusCounterTabStop++;
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// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
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// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
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if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
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{
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g.FocusRequestNextWindow = window;
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g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
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g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
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}
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// Handle focus requests
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if (g.FocusRequestCurrWindow == window)
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{
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if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
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if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
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return true;
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if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
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if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
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{
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g.NavJustTabbedId = id;
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return true;
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@@ -3115,8 +3119,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
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void ImGui::FocusableItemUnregister(ImGuiWindow* window)
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{
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window->DC.FocusCounterAll--;
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window->DC.FocusCounterTab--;
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window->DC.FocusCounterRegular--;
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window->DC.FocusCounterTabStop--;
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}
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float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
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@@ -3769,26 +3773,26 @@ void ImGui::NewFrame()
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// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
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// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
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g.FocusRequestNextWindow = g.NavWindow;
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g.FocusRequestNextCounterAll = INT_MAX;
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g.FocusRequestNextCounterRegular = INT_MAX;
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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else
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g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
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g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
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}
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// Turn queued focus request into current one
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g.FocusRequestCurrWindow = NULL;
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g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
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g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
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if (g.FocusRequestNextWindow != NULL)
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{
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ImGuiWindow* window = g.FocusRequestNextWindow;
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g.FocusRequestCurrWindow = window;
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if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
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g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
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if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
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g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
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if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
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g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
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if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
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g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
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g.FocusRequestNextWindow = NULL;
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g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
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g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
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}
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g.NavIdTabCounter = INT_MAX;
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@@ -5535,8 +5539,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->WindowPadding = style.WindowPadding;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
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window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
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// Collapse window by double-clicking on title bar
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// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
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@@ -5844,27 +5846,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.CursorMaxPos = window->DC.CursorStartPos;
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window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavFocusScopeIdCurrent = 0;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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window->DC.MenuBarAppending = false;
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window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
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window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
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window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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window->DC.TreeDepth = 0;
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window->DC.TreeJumpToParentOnPopMask = 0x00;
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window->DC.ChildWindows.resize(0);
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window->DC.StateStorage = &window->StateStorage;
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window->DC.CurrentColumns = NULL;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
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window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
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window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.ItemFlagsStack.resize(0);
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window->DC.ItemWidthStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.CurrentColumns = NULL;
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window->DC.TreeDepth = 0;
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window->DC.TreeJumpToParentOnPopMask = 0x00;
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window->DC.StateStorage = &window->StateStorage;
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window->DC.GroupStack.resize(0);
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window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
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{
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@@ -6044,6 +6054,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavMousePosDirty = true;
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g.NavInitRequest = false;
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavFocusScopeId = 0;
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
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@@ -6900,14 +6911,30 @@ void ImGui::ActivateItem(ImGuiID id)
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g.NavNextActivateId = id;
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}
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void ImGui::PushFocusScope(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent);
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window->DC.NavFocusScopeIdCurrent = id;
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}
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void ImGui::PopFocusScope()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
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window->IDStack.pop_back();
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}
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void ImGui::SetKeyboardFocusHere(int offset)
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{
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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g.FocusRequestNextWindow = window;
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g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
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g.FocusRequestNextCounterTab = INT_MAX;
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g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
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g.FocusRequestNextCounterTabStop = INT_MAX;
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}
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void ImGui::SetItemDefaultFocus()
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@@ -8036,21 +8063,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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#endif
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if (new_best)
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{
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->ID = id;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->RectRel = nav_bb_rel;
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}
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// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
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const float VISIBLE_RATIO = 0.70f;
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if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
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if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
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if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
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{
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result = &g.NavMoveResultLocalVisibleSet;
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->ID = id;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->RectRel = nav_bb_rel;
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}
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}
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@@ -8060,8 +8088,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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{
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g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavIdIsAlive = true;
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g.NavIdTabCounter = window->DC.FocusCounterTab;
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g.NavIdTabCounter = window->DC.FocusCounterTabStop;
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window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
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}
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}
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@@ -8150,10 +8179,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer)
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g.NavLayer = layer;
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if (layer == 0)
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g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
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if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
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ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
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ImGuiWindow* window = g.NavWindow;
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if (layer == 0 && window->NavLastIds[0] != 0)
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ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
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else
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ImGui::NavInitWindow(g.NavWindow, true);
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ImGui::NavInitWindow(window, true);
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}
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static inline void ImGui::NavUpdateAnyRequestFlag()
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@@ -8176,7 +8206,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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//IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
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if (init_for_nav)
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{
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SetNavID(0, g.NavLayer);
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SetNavID(0, g.NavLayer, 0);
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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@@ -8186,6 +8216,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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else
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{
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g.NavId = window->NavLastIds[0];
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g.NavFocusScopeId = 0;
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}
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}
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@@ -8292,9 +8323,9 @@ static void ImGui::NavUpdate()
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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//IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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if (g.NavInitRequestFromMove)
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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else
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SetNavID(g.NavInitResultId, g.NavLayer);
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SetNavID(g.NavInitResultId, g.NavLayer, 0);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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}
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g.NavInitRequest = false;
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@@ -8361,7 +8392,7 @@ static void ImGui::NavUpdate()
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ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
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IM_ASSERT(child_window->ChildId != 0);
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FocusWindow(parent_window);
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SetNavID(child_window->ChildId, 0);
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SetNavID(child_window->ChildId, 0, 0);
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// Reassigning with same value, we're being explicit here.
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g.NavIdIsAlive = false; // -V1048
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if (g.NavDisableMouseHover)
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@@ -8383,7 +8414,7 @@ static void ImGui::NavUpdate()
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// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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g.NavId = 0;
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g.NavId = g.NavFocusScopeId = 0;
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}
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}
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@@ -8503,7 +8534,7 @@ static void ImGui::NavUpdate()
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float pad = window->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
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window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = 0;
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g.NavId = g.NavFocusScopeId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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}
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@@ -8583,9 +8614,10 @@ static void ImGui::NavUpdateMoveResult()
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{
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// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
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g.NavJustMovedToFocusScopeId = result->FocusScopeId;
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}
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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g.NavMoveFromClampedRefRect = false;
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}
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||||
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||||
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72
3rdparty/dear-imgui/imgui_internal.h
vendored
72
3rdparty/dear-imgui/imgui_internal.h
vendored
@@ -877,16 +877,16 @@ struct ImDrawDataBuilder
|
||||
|
||||
struct ImGuiNavMoveResult
|
||||
{
|
||||
ImGuiID ID; // Best candidate
|
||||
ImGuiID SelectScopeId;// Best candidate window current selectable group ID
|
||||
ImGuiWindow* Window; // Best candidate window
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||||
float DistBox; // Best candidate box distance to current NavId
|
||||
float DistCenter; // Best candidate center distance to current NavId
|
||||
float DistAxial;
|
||||
ImRect RectRel; // Best candidate bounding box in window relative space
|
||||
ImGuiWindow* Window; // Best candidate window
|
||||
ImGuiID ID; // Best candidate ID
|
||||
ImGuiID FocusScopeId; // Best candidate focus scope ID
|
||||
float DistBox; // Best candidate box distance to current NavId
|
||||
float DistCenter; // Best candidate center distance to current NavId
|
||||
float DistAxial;
|
||||
ImRect RectRel; // Best candidate bounding box in window relative space
|
||||
|
||||
ImGuiNavMoveResult() { Clear(); }
|
||||
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
enum ImGuiNextWindowDataFlags_
|
||||
@@ -920,7 +920,7 @@ struct ImGuiNextWindowData
|
||||
ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
|
||||
|
||||
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd()
|
||||
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
|
||||
};
|
||||
|
||||
enum ImGuiNextItemDataFlags_
|
||||
@@ -933,12 +933,13 @@ enum ImGuiNextItemDataFlags_
|
||||
struct ImGuiNextItemData
|
||||
{
|
||||
ImGuiNextItemDataFlags Flags;
|
||||
float Width; // Set by SetNextItemWidth().
|
||||
bool OpenVal; // Set by SetNextItemOpen() function.
|
||||
float Width; // Set by SetNextItemWidth()
|
||||
ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
|
||||
ImGuiCond OpenCond;
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1038,13 +1039,15 @@ struct ImGuiContext
|
||||
// Gamepad/keyboard Navigation
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
||||
ImGuiID NavId; // Focused item for navigation
|
||||
ImGuiID NavFocusScopeId;
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
|
||||
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
@@ -1076,19 +1079,15 @@ struct ImGuiContext
|
||||
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
|
||||
// Legacy Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
|
||||
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
|
||||
ImGuiWindow* FocusRequestCurrWindow; //
|
||||
ImGuiWindow* FocusRequestNextWindow; //
|
||||
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterAll; // Stored for next frame
|
||||
int FocusRequestNextCounterTab; // "
|
||||
int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterRegular; // Stored for next frame
|
||||
int FocusRequestNextCounterTabStop; // "
|
||||
bool FocusTabPressed; //
|
||||
|
||||
// Range-Select/Multi-Select
|
||||
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
|
||||
ImGuiID MultiSelectScopeId;
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
@@ -1218,8 +1217,8 @@ struct ImGuiContext
|
||||
LastActiveIdTimer = 0.0f;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
@@ -1243,12 +1242,10 @@ struct ImGuiContext
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
|
||||
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
|
||||
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
|
||||
FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
|
||||
FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
|
||||
FocusTabPressed = false;
|
||||
|
||||
MultiSelectScopeId = 0;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
|
||||
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
|
||||
@@ -1334,12 +1331,14 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
|
||||
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
|
||||
bool NavHideHighlightOneFrame;
|
||||
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
||||
|
||||
// Miscellaneous
|
||||
bool MenuBarAppending; // FIXME: Remove this
|
||||
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
|
||||
int TreeDepth; // Current tree depth.
|
||||
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
@@ -1347,8 +1346,8 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImGuiColumns* CurrentColumns; // Current columns set
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
|
||||
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
|
||||
|
||||
// Local parameters stacks
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
@@ -1377,6 +1376,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
|
||||
NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
NavFocusScopeIdCurrent = 0;
|
||||
NavHideHighlightOneFrame = false;
|
||||
NavHasScroll = false;
|
||||
|
||||
@@ -1387,7 +1387,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
StateStorage = NULL;
|
||||
CurrentColumns = NULL;
|
||||
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
||||
FocusCounterAll = FocusCounterTab = -1;
|
||||
FocusCounterRegular = FocusCounterTabStop = -1;
|
||||
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
ItemWidth = 0.0f;
|
||||
@@ -1460,7 +1460,6 @@ struct IMGUI_API ImGuiWindow
|
||||
int LastFrameActive; // Last frame number the window was Active.
|
||||
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
|
||||
float ItemWidthDefault;
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
|
||||
@@ -1701,8 +1700,13 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel);
|
||||
|
||||
// Focus scope (WIP)
|
||||
IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
|
||||
IMGUI_API void PopFocusScope();
|
||||
inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
|
||||
|
||||
// Inputs
|
||||
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||
|
||||
20
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
20
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -3473,7 +3473,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
state = &g.InputTextState;
|
||||
|
||||
const bool focus_requested = FocusableItemRegister(window, id);
|
||||
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll);
|
||||
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
|
||||
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
|
||||
|
||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||
@@ -5327,9 +5327,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
|
||||
bool toggled = false;
|
||||
if (!is_leaf)
|
||||
{
|
||||
bool toggled = false;
|
||||
if (pressed)
|
||||
{
|
||||
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
|
||||
@@ -5459,7 +5459,7 @@ void ImGui::TreePop()
|
||||
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
|
||||
if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
|
||||
{
|
||||
SetNavID(window->IDStack.back(), g.NavLayer);
|
||||
SetNavID(window->IDStack.back(), g.NavLayer, 0);
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
|
||||
@@ -5615,7 +5615,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
|
||||
{
|
||||
g.NavDisableHighlight = true;
|
||||
SetNavID(id, window->DC.NavLayerCurrent);
|
||||
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
|
||||
}
|
||||
}
|
||||
if (pressed)
|
||||
@@ -6092,7 +6092,7 @@ void ImGui::EndMenuBar()
|
||||
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
|
||||
IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
|
||||
FocusWindow(window);
|
||||
SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]);
|
||||
SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
|
||||
g.NavLayer = layer;
|
||||
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
@@ -6187,11 +6187,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
// Menu inside a menu
|
||||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
|
||||
RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
|
||||
RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
|
||||
}
|
||||
|
||||
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
|
||||
@@ -6335,17 +6335,17 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
|
||||
else
|
||||
{
|
||||
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
|
||||
float w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
|
||||
if (shortcut_size.x > 0.0f)
|
||||
{
|
||||
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
|
||||
RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
|
||||
PopStyleColor();
|
||||
}
|
||||
if (selected)
|
||||
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
|
||||
RenderCheckMark(pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
|
||||
}
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
|
||||
|
||||
Reference in New Issue
Block a user