mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-19 05:23:00 +01:00
Updated ImGui.
This commit is contained in:
26
3rdparty/dear-imgui/imgui.cpp
vendored
26
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -5404,6 +5404,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
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window->NavLastIds[0] = 0;
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// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
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if (first_begin_of_the_frame)
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UpdateWindowParentAndRootLinks(window, flags, parent_window);
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// Process SetNextWindow***() calls
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bool window_pos_set_by_api = false;
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bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
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@@ -5445,8 +5449,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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// Initialize
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const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
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UpdateWindowParentAndRootLinks(window, flags, parent_window);
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window->Active = true;
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window->HasCloseButton = (p_open != NULL);
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window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
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@@ -6039,18 +6041,19 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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return;
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// Move the root window to the top of the pile
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if (window->RootWindow)
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window = window->RootWindow;
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IM_ASSERT(window->RootWindow != NULL);
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ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop
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ImGuiWindow* display_front_window = window->RootWindow;
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// Steal focus on active widgets
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if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
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if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
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if (focus_front_window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement may be unnecessary? Need further testing before removing it..
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if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
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ClearActiveID();
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// Bring to front
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BringWindowToFocusFront(window);
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if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
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BringWindowToDisplayFront(window);
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BringWindowToFocusFront(focus_front_window);
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if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
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BringWindowToDisplayFront(display_front_window);
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}
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void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
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@@ -7825,7 +7828,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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//-----------------------------------------------------------------------------
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// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
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// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
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// and needs some explanation or serious refactoring.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
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{
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@@ -8297,7 +8300,8 @@ static void ImGui::NavUpdate()
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if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// (do it before we map Keyboard input!)
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bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active)
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35
3rdparty/dear-imgui/imgui_internal.h
vendored
35
3rdparty/dear-imgui/imgui_internal.h
vendored
@@ -1258,7 +1258,7 @@ struct ImGuiContext
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NavInitResultId = 0;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestFlags = 0;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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@@ -1277,11 +1277,11 @@ struct ImGuiContext
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MouseCursor = ImGuiMouseCursor_Arrow;
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DragDropActive = DragDropWithinSourceOrTarget = false;
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DragDropSourceFlags = 0;
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DragDropSourceFlags = ImGuiDragDropFlags_None;
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DragDropSourceFrameCount = -1;
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DragDropMouseButton = -1;
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DragDropTargetId = 0;
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DragDropAcceptFlags = 0;
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DragDropAcceptFlags = ImGuiDragDropFlags_None;
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DragDropAcceptIdCurrRectSurface = 0.0f;
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DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
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DragDropAcceptFrameCount = -1;
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@@ -1395,7 +1395,7 @@ struct IMGUI_API ImGuiWindowTempData
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GroupOffset = ImVec1(0.0f);
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LastItemId = 0;
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LastItemStatusFlags = 0;
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LastItemStatusFlags = ImGuiItemStatusFlags_None;
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LastItemRect = LastItemDisplayRect = ImRect();
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NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
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@@ -1570,7 +1570,7 @@ struct ImGuiTabItem
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float Width; // Width currently displayed
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float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
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ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
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ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
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};
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// Storage for a tab bar (sizeof() 92~96 bytes)
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@@ -1617,6 +1617,7 @@ struct ImGuiTabBar
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namespace ImGui
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{
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// Windows
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// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
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// If this ever crash because g.CurrentWindow is NULL it means that either
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// - ImGui::NewFrame() has never been called, which is illegal.
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@@ -1625,11 +1626,6 @@ namespace ImGui
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
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IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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@@ -1638,9 +1634,15 @@ namespace ImGui
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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// Fonts, drawing
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
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@@ -1672,6 +1674,7 @@ namespace ImGui
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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@@ -1680,7 +1683,7 @@ namespace ImGui
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IMGUI_API ImGuiID GetHoveredID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
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IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
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// Basic Helpers for widget code
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@@ -1749,7 +1752,7 @@ namespace ImGui
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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// New Columns API (FIXME-WIP)
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index);
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@@ -1852,6 +1855,10 @@ namespace ImGui
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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// Garbage collection
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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// Debug Tools
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
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inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
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25
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
25
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -3286,8 +3286,25 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
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#define STB_TEXTEDIT_IMPLEMENTATION
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#include "imstb_textedit.h"
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// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
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// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
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static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
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{
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stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
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ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);
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if (text_len <= 0)
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return;
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if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
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{
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state->cursor = text_len;
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state->has_preferred_x = 0;
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return;
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}
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IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()
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}
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} // namespace ImStb
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void ImGuiInputTextState::OnKeyPressed(int key)
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{
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stb_textedit_key(this, &Stb, key);
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@@ -3841,8 +3858,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)
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{
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// Push records into the undo stack so we can CTRL+Z the revert operation itself
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apply_new_text = state->InitialTextA.Data;
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apply_new_text_length = state->InitialTextA.Size - 1;
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ImVector<ImWchar> w_text;
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if (apply_new_text_length > 0)
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{
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w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);
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ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);
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}
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stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);
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}
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}
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