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Updated ImGui.
This commit is contained in:
10
3rdparty/dear-imgui/imgui.cpp
vendored
10
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -2833,9 +2833,13 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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{
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// Navigation processing runs prior to clipping early-out
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
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// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
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// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
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// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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11
3rdparty/dear-imgui/imgui.h
vendored
11
3rdparty/dear-imgui/imgui.h
vendored
@@ -1998,12 +1998,13 @@ struct ImFontGlyph
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// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
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struct ImFontGlyphRangesBuilder
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{
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ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
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ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
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ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
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bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
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void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
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void AddChar(ImWchar c) { SetBit(c); } // Add character
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ImFontGlyphRangesBuilder() { Clear(); }
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inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
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inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
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inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
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inline void AddChar(ImWchar c) { SetBit(c); } // Add character
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IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
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IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
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IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
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5
3rdparty/dear-imgui/imgui_draw.cpp
vendored
5
3rdparty/dear-imgui/imgui_draw.cpp
vendored
@@ -2391,11 +2391,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
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void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
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{
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for (int n = 0; n < 0x10000; n++)
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int max_codepoint = 0x10000;
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for (int n = 0; n < max_codepoint; n++)
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if (GetBit(n))
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{
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out_ranges->push_back((ImWchar)n);
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while (n < 0x10000 && GetBit(n + 1))
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while (n < max_codepoint - 1 && GetBit(n + 1))
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n++;
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out_ranges->push_back((ImWchar)n);
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}
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2
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
2
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -5865,7 +5865,7 @@ void ImGui::EndMainMenuBar()
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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End();
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