From f71a9ea0d9982e6bb7023b732df7de5807cf9ca0 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: Mon, 3 Feb 2020 21:37:22 -0800 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 26 +++++++++++--------- 3rdparty/dear-imgui/imgui_internal.h | 35 ++++++++++++++++----------- 3rdparty/dear-imgui/imgui_widgets.cpp | 25 +++++++++++++++++++ 3 files changed, 61 insertions(+), 25 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 9fa92cec5..bd3a55f79 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -5404,6 +5404,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) window->NavLastIds[0] = 0; + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; @@ -5445,8 +5449,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); @@ -6039,18 +6041,19 @@ void ImGui::FocusWindow(ImGuiWindow* window) return; // Move the root window to the top of the pile - if (window->RootWindow) - window = window->RootWindow; + IM_ASSERT(window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window->RootWindow; // Steal focus on active widgets - if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + if (focus_front_window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement may be unnecessary? Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) ClearActiveID(); // Bring to front - BringWindowToFocusFront(window); - if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToDisplayFront(window); + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) @@ -7825,7 +7828,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, // and needs some explanation or serious refactoring. void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) { @@ -8297,7 +8300,8 @@ static void ImGui::NavUpdate() 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); #endif - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (nav_gamepad_active) diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 462211596..85dcce208 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -1258,7 +1258,7 @@ struct ImGuiContext NavInitResultId = 0; NavMoveFromClampedRefRect = false; NavMoveRequest = false; - NavMoveRequestFlags = 0; + NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; @@ -1277,11 +1277,11 @@ struct ImGuiContext MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSourceOrTarget = false; - DragDropSourceFlags = 0; + DragDropSourceFlags = ImGuiDragDropFlags_None; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; - DragDropAcceptFlags = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; @@ -1395,7 +1395,7 @@ struct IMGUI_API ImGuiWindowTempData GroupOffset = ImVec1(0.0f); LastItemId = 0; - LastItemStatusFlags = 0; + LastItemStatusFlags = ImGuiItemStatusFlags_None; LastItemRect = LastItemDisplayRect = ImRect(); NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; @@ -1570,7 +1570,7 @@ struct ImGuiTabItem float Width; // Width currently displayed float ContentWidth; // Width of actual contents, stored during BeginTabItem() call - ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1617,6 +1617,7 @@ struct ImGuiTabBar namespace ImGui { + // Windows // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. @@ -1625,11 +1626,6 @@ namespace ImGui inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); - IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); - IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); @@ -1638,9 +1634,15 @@ namespace ImGui IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); - IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); - IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + + // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } 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. @@ -1672,6 +1674,7 @@ namespace ImGui // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -1680,7 +1683,7 @@ namespace ImGui IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); - IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes) // Basic Helpers for widget code @@ -1749,7 +1752,7 @@ namespace ImGui IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - // New Columns API (FIXME-WIP) + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api) 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(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); @@ -1852,6 +1855,10 @@ namespace ImGui 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); 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); + // Garbage collection + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Tools 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); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index 506bf89c6..e68821e03 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -3286,8 +3286,25 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() } +} // namespace ImStb + void ImGuiInputTextState::OnKeyPressed(int key) { stb_textedit_key(this, &Stb, key); @@ -3841,8 +3858,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { + // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } }