From eb5c4ed2296cb385944c077b2fa1a12ee3478333 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: Sun, 7 Nov 2021 18:09:46 -0800 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 505 ++++++++++++++++----------- 3rdparty/dear-imgui/imgui.h | 42 +-- 3rdparty/dear-imgui/imgui_internal.h | 71 ++-- 3 files changed, 362 insertions(+), 256 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 9929ef383..84ba5cdbe 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -380,6 +380,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() @@ -917,6 +918,7 @@ static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavUpdateCreateWrappingRequest(); @@ -924,10 +926,12 @@ static void NavEndFrame(); static bool NavScoreItem(ImGuiNavItemData* result); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools @@ -940,7 +944,6 @@ static void UpdateDebugToolStackQueries(); static void UpdateSettings(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateTabFocus(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); @@ -2246,9 +2249,10 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assume we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { ImGuiContext& g = *GImGui; @@ -2267,20 +2271,23 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items } // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; + // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. + ImRect rect = window->ClipRect; if (g.NavMoveScoringItems) - unclipped_rect.Add(g.NavScoringRect); + rect.Add(g.NavScoringNoClipRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - unclipped_rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel + rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + int start = (int)((rect.Min.y - pos.y) / items_height); + int end = (int)((rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up) + // FIXME: Verify this works with tabbing + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) start--; - if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down) + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) end++; start = ImClamp(start, 0, items_count); @@ -2288,17 +2295,42 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_start = start; *out_items_display_end = end; } +#endif -static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. - // The clipper should probably have a 4th step to display the last item in a regular manner. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiOldColumns* columns = window->DC.CurrentColumns) @@ -2314,6 +2346,14 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) } } +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = clipper->StartPosY + (item_n - data->ItemsFrozen) * clipper->ItemsHeight; + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); @@ -2322,7 +2362,7 @@ ImGuiListClipper::ImGuiListClipper() ImGuiListClipper::~ImGuiListClipper() { - IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); + End(); } // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 @@ -2340,28 +2380,44 @@ void ImGuiListClipper::Begin(int items_count, float items_height) StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; - ItemsFrozen = 0; - StepNo = 0; DisplayStart = -1; DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + TempData = data; } void ImGuiListClipper::End() { - if (ItemsCount < 0) // Already ended - return; - - // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *GImGui; + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); ItemsCount = -1; - StepNo = 3; + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } } bool ImGuiListClipper::Step() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) @@ -2374,90 +2430,112 @@ bool ImGuiListClipper::Step() return false; } - // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) - if (StepNo == 0) + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { - // While we are in frozen row state, keep displaying items one by one, unclipped - // FIXME: Could be stored as a table-agnostic state. - if (table != NULL && !table->IsUnfrozenRows) - { - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - ItemsFrozen++; - return true; - } + DisplayStart = data->ItemsFrozen; + DisplayEnd = data->ItemsFrozen + 1; + data->ItemsFrozen++; + return true; + } + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { StartPosY = window->DC.CursorPos.y; if (ItemsHeight <= 0.0f) { - // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - StepNo = 1; + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); + data->StepNo = 1; return true; } - - // Already has item height (given by user in Begin): skip to calculating step - DisplayStart = DisplayEnd; - StepNo = 2; + calc_clipping = true; // If on the first step with known item height, calculate clipping. } - // Step 1: the clipper infer height from first element - if (StepNo == 1) + // Step 1: Let the clipper infer height from first range + if (ItemsHeight <= 0.0f) { - IM_ASSERT(ItemsHeight <= 0.0f); + IM_ASSERT(data->StepNo == 1); if (table) { - const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row - const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. + const float pos_y1 = table->RowPosY1; // Using RowPosY1 instead of StartPosY to handle clipper straddling the frozen row + const float pos_y2 = table->RowPosY2; // Using RowPosY2 instead of CursorPos.y to take account of tallest cell. ItemsHeight = pos_y2 - pos_y1; window->DC.CursorPos.y = pos_y2; } else { - ItemsHeight = window->DC.CursorPos.y - StartPosY; + ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); } IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); - StepNo = 2; + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. } - // Reached end of list - if (DisplayEnd >= ItemsCount) + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = DisplayEnd; + if (calc_clipping) { - End(); - return false; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + data->Ranges[i].Min = ImClamp(already_submitted + (int)ImFloor((data->Ranges[i].Min - window->DC.CursorPos.y) / ItemsHeight) + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + (int)ImCeil((data->Ranges[i].Max - window->DC.CursorPos.y) / ItemsHeight) + 0 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); } - // Step 2: calculate the actual range of elements to display, and position the cursor before the first element - if (StepNo == 2) + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) { - IM_ASSERT(ItemsHeight > 0.0f); - - int already_submitted = DisplayEnd; - ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); - DisplayStart += already_submitted; - DisplayEnd += already_submitted; - - // Seek cursor - if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); - - StepNo = 3; + DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); + if (DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(this, DisplayStart); + data->StepNo++; return true; } - // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (StepNo == 3) - { - // Seek cursor - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor - ItemsCount = -1; - return false; - } + if (ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + ItemsCount = -1; - IM_ASSERT(0); return false; } @@ -3109,7 +3187,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget @@ -3297,48 +3375,6 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) return false; } -// Called by ItemAdd() -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -// [WIP] This will eventually be refactored and moved into NavProcessItem() -void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0 && id == g.LastItemData.ID); - - // Increment counters - // FIXME: ImGuiItemFlags_Disabled should disable more. - const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - if (is_tab_stop) - { - window->DC.FocusCounterTabStop++; - if (g.NavId == id) - g.NavIdTabCounter = 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.TabFocusPressed && g.TabFocusRequestNextWindow == NULL) - { - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterTabStop = 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.TabFocusRequestCurrWindow == window) - { - if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) - { - g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; - return; - } - - // If another item is about to be focused, we clear our own active id - if (g.ActiveId == id) - ClearActiveID(); - } -} - float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { if (wrap_pos_x < 0.0f) @@ -3833,44 +3869,6 @@ void ImGui::UpdateMouseWheel() } } -void ImGui::UpdateTabFocus() -{ - ImGuiContext& g = *GImGui; - - // Pressing TAB activate widget focus - g.TabFocusPressed = false; - if (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!g.IO.KeyCtrl && !g.IO.KeyAlt && IsKeyPressedMap(ImGuiKey_Tab) && !IsActiveIdUsingKey(ImGuiKey_Tab)) - g.TabFocusPressed = true; - if (g.ActiveId == 0 && g.TabFocusPressed) - { - // - This path is only taken when no widget are active/tabbed-into yet. - // Subsequent tabbing will be processed by FocusableItemRegister() - // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields here even though they will be turned into Curr fields below. - g.TabFocusRequestNextWindow = g.NavWindow; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); - else - g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.TabFocusRequestCurrWindow = NULL; - g.TabFocusRequestCurrCounterTabStop = INT_MAX; - if (g.TabFocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.TabFocusRequestNextWindow; - g.TabFocusRequestCurrWindow = window; - if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.TabFocusRequestNextWindow = NULL; - g.TabFocusRequestNextCounterTabStop = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; -} - // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { @@ -4116,9 +4114,6 @@ void ImGui::NewFrame() // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Update legacy TAB focus - UpdateTabFocus(); - // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; @@ -4254,6 +4249,8 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); + g.ClipperTempData.clear_destruct(); + g.Tables.Clear(); g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); @@ -5491,7 +5488,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() - ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { @@ -5680,6 +5677,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6166,7 +6164,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - ScrollToBringRectIntoView() + // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -6326,7 +6324,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterTabStop = -1; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -7112,11 +7109,16 @@ void ImGui::SetKeyboardFocusHere(int offset) IM_ASSERT(offset >= -1); // -1 is allowed but not below g.NavWindow = window; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; - NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_None, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if (offset == -1) - NavMoveRequestResolveWithLastItem(); + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } else - g.NavTabbingInputableRemaining = offset + 1; + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } } void ImGui::SetItemDefaultFocus() @@ -7598,11 +7600,6 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - // [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api) - // FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) - if (extra_flags & ImGuiItemFlags_Inputable) - ItemInputable(window, id); - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; @@ -8044,8 +8041,8 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; - const bool can_be_fully_visible_x = item_rect.GetWidth() <= window_rect.GetWidth(); - const bool can_be_fully_visible_y = item_rect.GetHeight() <= window_rect.GetHeight(); + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { @@ -8812,8 +8809,6 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; - //g.NavDisableHighlight = false; - //g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -9046,19 +9041,17 @@ static void ImGui::NavProcessItem() // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if (g.NavMoveScoringItems) { - if (item_flags & ImGuiItemFlags_Inputable) - g.NavTabbingInputableRemaining--; - - if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + if (is_tabbing) + { + if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) + NavProcessItemForTabbingRequest(window, id); + } + else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) - { - if (g.NavTabbingInputableRemaining == 0) - NavMoveRequestResolveWithLastItem(); - } - else + if (!is_tabbing) { if (NavScoreItem(result)) NavApplyItemToResult(result); @@ -9084,6 +9077,52 @@ static void ImGui::NavProcessItem() } } +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); + } +} + bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; @@ -9107,18 +9146,18 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM g.NavMoveScrollFlags = scroll_flags; g.NavMoveForwardToNextFrame = false; g.NavMoveKeyMods = g.IO.KeyMods; - g.NavTabbingInputableRemaining = 0; + g.NavTabbingCounter = 0; g.NavMoveResultLocal.Clear(); g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultOther.Clear(); NavUpdateAnyRequestFlag(); } -void ImGui::NavMoveRequestResolveWithLastItem() +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; g.NavMoveScoringItems = false; // Ensure request doesn't need more processing - NavApplyItemToResult(&g.NavMoveResultLocal); + NavApplyItemToResult(result); NavUpdateAnyRequestFlag(); } @@ -9188,6 +9227,11 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) g.NavLayer = layer; NavInitWindow(window, true); } +} + +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; g.NavDisableHighlight = false; g.NavDisableMouseHover = g.NavMousePosDirty = true; } @@ -9348,7 +9392,7 @@ static void ImGui::NavUpdate() // Process navigation move request if (g.NavMoveSubmitted) NavMoveRequestApplyResult(); - g.NavTabbingInputableRemaining = 0; + g.NavTabbingCounter = 0; g.NavMoveSubmitted = g.NavMoveScoringItems = false; // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) @@ -9357,8 +9401,6 @@ static void ImGui::NavUpdate() if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) set_mouse_pos = true; g.NavMousePosDirty = false; - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 @@ -9420,7 +9462,10 @@ static void ImGui::NavUpdate() // Process move requests NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; // Scrolling if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) @@ -9487,10 +9532,7 @@ void ImGui::NavInitRequestApplyResult() SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; - } + NavRestoreHighlightAfterMove(); } void ImGui::NavUpdateCreateMoveRequest() @@ -9522,6 +9564,7 @@ void ImGui::NavUpdateCreateMoveRequest() if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } // Update PageUp/PageDown/Home/End scroll @@ -9530,6 +9573,11 @@ void ImGui::NavUpdateCreateMoveRequest() float scoring_rect_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } // [DEBUG] Always send a request #if IMGUI_DEBUG_NAV_SCORING @@ -9583,8 +9631,35 @@ void ImGui::NavUpdateCreateMoveRequest() scoring_rect.Max.x = scoring_rect.Min.x; IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] } g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressedMap(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingResultFirst.Clear(); + g.NavTabbingCounter = -1; } // Apply result from previous frame navigation directional move request. Always called from NavUpdate() @@ -9599,16 +9674,21 @@ void ImGui::NavMoveRequestApplyResult() // Select which result to use ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + // Tabbing forward wrap + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if (g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) + { + IM_ASSERT(g.NavTabbingResultFirst.ID != 0); + result = &g.NavTabbingResultFirst; + } + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) if (result == NULL) { if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - } + NavRestoreHighlightAfterMove(); return; } @@ -9639,8 +9719,9 @@ void ImGui::NavMoveRequestApplyResult() } } - ClearActiveID(); g.NavWindow = result->Window; + if (g.ActiveId != result->ID) + ClearActiveID(); if (g.NavId != result->ID) { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) @@ -9670,10 +9751,7 @@ void ImGui::NavMoveRequestApplyResult() // Enable nav highlight if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; - } + NavRestoreHighlightAfterMove(); } // Process NavCancel input (to close a popup, get back to parent, clear focus) @@ -9696,6 +9774,7 @@ static void ImGui::NavUpdateCancelRequest() { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); } else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { @@ -9706,6 +9785,7 @@ static void ImGui::NavUpdateCancelRequest() ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); } else if (g.OpenPopupStack.Size > 0) { @@ -9732,7 +9812,7 @@ static float ImGui::NavUpdatePageUpPageDown() ImGuiIO& io = g.IO; ImGuiWindow* window = g.NavWindow; - if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); @@ -9742,6 +9822,9 @@ static float ImGui::NavUpdatePageUpPageDown() if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item @@ -10029,8 +10112,7 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ClearActiveID(); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); @@ -10077,6 +10159,7 @@ static void ImGui::NavUpdateWindowing() if (new_nav_layer == ImGuiNavLayer_Menu) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); } } } @@ -12108,7 +12191,7 @@ void ImGui::UpdateDebugToolStackQueries() // Update queries. The steps are: -1: query Stack, >= 0: query each stack item // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time - const ImGuiID query_id = g.ActiveId ? g.ActiveId : g.HoveredIdPreviousFrame; + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; if (tool->QueryId != query_id) { tool->QueryId = query_id; diff --git a/3rdparty/dear-imgui/imgui.h b/3rdparty/dear-imgui/imgui.h index e3d2b41e3..e0b1f04d5 100644 --- a/3rdparty/dear-imgui/imgui.h +++ b/3rdparty/dear-imgui/imgui.h @@ -64,7 +64,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.86 WIP" -#define IMGUI_VERSION_NUM 18504 +#define IMGUI_VERSION_NUM 18508 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE @@ -869,7 +869,6 @@ namespace ImGui IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) @@ -2172,10 +2171,12 @@ struct ImGuiStorage }; // Helper: Manually clip large list of items. -// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse -// clipping based on visibility to save yourself from processing those items at all. +// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. -// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) // Usage: // ImGuiListClipper clipper; // clipper.Begin(1000); // We have 1000 elements, evenly spaced. @@ -2184,30 +2185,27 @@ struct ImGuiStorage // ImGui::Text("line number %d", i); // Generally what happens is: // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. -// - User code submit one element. +// - User code submit that one element. // - Clipper can measure the height of the first element // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. // - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - int DisplayStart; - int DisplayEnd; - - // [Internal] - int ItemsCount; - int StepNo; - int ItemsFrozen; - float ItemsHeight; - float StartPosY; - - IMGUI_API ImGuiListClipper(); - IMGUI_API ~ImGuiListClipper(); + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). - IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. - IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] @@ -2830,6 +2828,8 @@ struct ImGuiViewport #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. // OBSOLETED in 1.85 (from August 2021) static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } // OBSOLETED in 1.81 (from February 2021) diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 3373db061..258d34335 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -18,6 +18,7 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Clipper support // [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support @@ -1162,6 +1163,34 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + //----------------------------------------------------------------------------- // [SECTION] Navigation support //----------------------------------------------------------------------------- @@ -1218,9 +1247,10 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result - ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight - ImGuiNavMoveFlags_Activate = 1 << 10, - ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight }; enum ImGuiNavLayer @@ -1553,7 +1583,6 @@ struct ImGuiContext ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. ImGuiActivateFlags NavActivateFlags; - ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiKeyModFlags NavJustMovedToKeyMods; @@ -1561,7 +1590,6 @@ struct ImGuiContext ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. - int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) @@ -1583,11 +1611,14 @@ struct ImGuiContext ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted int NavScoringDebugCount; // Metrics for debugging - int NavTabbingInputableRemaining; // >0 when counting items for tabbing + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! @@ -1597,13 +1628,6 @@ struct ImGuiContext float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; - // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* TabFocusRequestCurrWindow; // - ImGuiWindow* TabFocusRequestNextWindow; // - int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int TabFocusRequestNextCounterTabStop; // " - bool TabFocusPressed; // Set in NewFrame() when user pressed Tab - // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) ImGuiMouseCursor MouseCursor; @@ -1627,6 +1651,10 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + // Table ImGuiTable* CurrentTable; int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) @@ -1766,12 +1794,11 @@ struct ImGuiContext NavWindow = NULL; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavJustMovedToKeyMods = ImGuiKeyModFlags_None; NavInputSource = ImGuiInputSource_None; NavLayer = ImGuiNavLayer_Main; - NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; @@ -1788,17 +1815,13 @@ struct ImGuiContext NavMoveKeyMods = ImGuiKeyModFlags_None; NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; NavScoringDebugCount = 0; - NavTabbingInputableRemaining = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; - TabFocusRequestCurrCounterTabStop = INT_MAX; - TabFocusRequestNextCounterTabStop = INT_MAX; - TabFocusPressed = false; - DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; @@ -1814,6 +1837,8 @@ struct ImGuiContext DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + ClipperTempDataStacked = 0; + CurrentTable = NULL; TablesTempDataStacked = 0; CurrentTabBar = NULL; @@ -1903,7 +1928,6 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - 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. @@ -2465,7 +2489,6 @@ namespace ImGui IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); - IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); @@ -2525,7 +2548,7 @@ namespace ImGui IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); - IMGUI_API void NavMoveRequestResolveWithLastItem(); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);