From d83092affafa34ca9fb3034a0e791befe6092aa2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=91=D1=80=D0=B0=D0=BD=D0=B8=D0=BC=D0=B8=D1=80=20=D0=9A?= =?UTF-8?q?=D0=B0=D1=80=D0=B0=D1=9F=D0=B8=D1=9B?= Date: Tue, 14 Jan 2020 21:38:19 -0800 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 130 ++++++++++++++++---------- 3rdparty/dear-imgui/imgui_internal.h | 72 +++++++------- 3rdparty/dear-imgui/imgui_widgets.cpp | 20 ++-- 3 files changed, 129 insertions(+), 93 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 68989a28c..889c47327 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -2754,19 +2754,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } -void ImGui::SetNavID(ImGuiID id, int nav_layer) +// FIXME-NAV: Refactor those functions into a single, more explicit one. +void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow); IM_ASSERT(nav_layer == 0 || nav_layer == 1); g.NavId = id; + g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; } -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer); + SetNavID(id, nav_layer, focus_scope_id); g.NavWindow->NavRectRel[nav_layer] = rect_rel; g.NavMousePosDirty = true; g.NavDisableHighlight = false; @@ -2811,13 +2813,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); - // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; if (g.NavWindow != window) g.NavInitRequest = false; - g.NavId = id; g.NavWindow = window; + g.NavId = id; g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (window->DC.LastItemId == id) window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); @@ -3082,24 +3086,24 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterAll++; + window->DC.FocusCounterRegular++; if (is_tab_stop) - window->DC.FocusCounterTab++; + window->DC.FocusCounterTabStop++; // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) { g.FocusRequestNextWindow = window; - 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. + 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. } // Handle focus requests if (g.FocusRequestCurrWindow == window) { - if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) return true; - if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) { g.NavJustTabbedId = id; return true; @@ -3115,8 +3119,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) void ImGui::FocusableItemUnregister(ImGuiWindow* window) { - window->DC.FocusCounterAll--; - window->DC.FocusCounterTab--; + window->DC.FocusCounterRegular--; + window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3769,26 +3773,26 @@ void ImGui::NewFrame() // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterAll = INT_MAX; + g.FocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); else - g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; } // Turn queued focus request into current one g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; if (g.FocusRequestNextWindow != NULL) { ImGuiWindow* window = g.FocusRequestNextWindow; g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) - g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); - if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) - g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -5535,8 +5539,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowPadding = style.WindowPadding; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; // Collapse window by double-clicking on title bar // 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 @@ -5844,27 +5846,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavFocusScopeIdCurrent = 0; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.MenuBarAppending = false; + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; + window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.CurrentColumns = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeJumpToParentOnPopMask = 0x00; - window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) { @@ -6044,6 +6054,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavMousePosDirty = true; g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); @@ -6900,14 +6911,30 @@ void ImGui::ActivateItem(ImGuiID id) g.NavNextActivateId = id; } +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); + window->IDStack.pop_back(); +} + void ImGui::SetKeyboardFocusHere(int offset) { IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; - g.FocusRequestNextCounterTab = INT_MAX; + g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.FocusRequestNextCounterTabStop = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -8036,21 +8063,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con #endif if (new_best) { - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) 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) if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) { result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } } @@ -8060,8 +8088,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con { g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTab; + g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -8150,10 +8179,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer) g.NavLayer = layer; if (layer == 0) g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); - if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + ImGuiWindow* window = g.NavWindow; + if (layer == 0 && window->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); else - ImGui::NavInitWindow(g.NavWindow, true); + ImGui::NavInitWindow(window, true); } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -8176,7 +8206,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer); + SetNavID(0, g.NavLayer, 0); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8186,6 +8216,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; } } @@ -8292,9 +8323,9 @@ static void ImGui::NavUpdate() // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); else - SetNavID(g.NavInitResultId, g.NavLayer); + SetNavID(g.NavInitResultId, g.NavLayer, 0); g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; } g.NavInitRequest = false; @@ -8361,7 +8392,7 @@ static void ImGui::NavUpdate() ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0); + SetNavID(child_window->ChildId, 0, 0); // Reassigning with same value, we're being explicit here. g.NavIdIsAlive = false; // -V1048 if (g.NavDisableMouseHover) @@ -8383,7 +8414,7 @@ static void ImGui::NavUpdate() // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + g.NavId = g.NavFocusScopeId = 0; } } @@ -8503,7 +8534,7 @@ static void ImGui::NavUpdate() float pad = window->CalcFontSize() * 0.5f; 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 window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); - g.NavId = 0; + g.NavId = g.NavFocusScopeId = 0; } g.NavMoveFromClampedRefRect = false; } @@ -8583,9 +8614,10 @@ static void ImGui::NavUpdateMoveResult() { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; - g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + } - SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); g.NavMoveFromClampedRefRect = false; } diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 4e5b35bc7..a19c1811c 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -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 - 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 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 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. diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index c913eb5dc..78f2285f9 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -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));