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mirror of https://github.com/wolfpld/tracy.git synced 2025-03-20 07:40:02 +08:00

Update ImGUI to 1.82 + docking.

This commit is contained in:
Bartosz Taudul
2021-03-15 21:13:01 +01:00
parent 753c007557
commit 06b1214aff
12 changed files with 1059 additions and 661 deletions
+96 -61
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.81
// dear imgui, v1.82
// (widgets code)
/*
@@ -500,7 +500,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
flags |= ImGuiButtonFlags_PressedOnDefault_;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
if (flatten_hovered_children)
g.HoveredWindow = window;
@@ -782,22 +782,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
}
// Button to close a window
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
// This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
bool is_clipped = !ItemAdd(bb, id);
ImRect bb_interact = bb;
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
if (area_to_visible_ratio < 1.5f)
bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
bool is_clipped = !ItemAdd(bb_interact, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
// FIXME: Clarify this mess
ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter();
if (hovered)
@@ -873,19 +881,19 @@ void ImGui::Scrollbar(ImGuiAxis axis)
// Calculate scrollbar bounding box
ImRect bb = GetWindowScrollbarRect(window, axis);
ImDrawCornerFlags rounding_corners = 0;
ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
if (axis == ImGuiAxis_X)
{
rounding_corners |= ImDrawCornerFlags_BotLeft;
rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
if (!window->ScrollbarY)
rounding_corners |= ImDrawCornerFlags_BotRight;
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
}
else
{
if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
rounding_corners |= ImDrawCornerFlags_TopRight;
rounding_corners |= ImDrawFlags_RoundCornersTopRight;
if (!window->ScrollbarX)
rounding_corners |= ImDrawCornerFlags_BotRight;
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
}
float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
@@ -898,7 +906,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
// Still, the code should probably be made simpler..
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -978,7 +986,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
// Render
const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners);
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
ImRect grab_rect;
if (axis == ImGuiAxis_X)
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
@@ -1578,12 +1586,12 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
RenderNavHighlight(frame_bb, id);
if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
if (!(flags & ImGuiComboFlags_NoArrowButton))
{
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
}
@@ -2076,12 +2084,35 @@ static const char* ImAtoi(const char* src, TYPE* output)
return src;
}
// Sanitize format
// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt);
IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
while (fmt < fmt_end)
{
char c = *(fmt++);
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
}
template<typename TYPE, typename SIGNEDTYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
{
const char* fmt_start = ImParseFormatFindStart(format);
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
return v;
// Sanitize format
char fmt_sanitized[32];
SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
fmt_start = fmt_sanitized;
// Format value with our rounding, and read back
char v_str[64];
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
const char* p = v_str;
@@ -2119,9 +2150,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
{
ImGuiContext& g = *GImGui;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_clamped = (v_min < v_max);
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
// Default tweak speed
if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))
@@ -2139,7 +2170,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
@@ -2179,7 +2210,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
if (is_logarithmic)
{
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
// Convert to parametric space, apply delta, convert back
@@ -2217,9 +2248,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
// Clamp values (+ handle overflow/wrap-around for integer types)
if (*v != v_cur && is_clamped)
{
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
v_cur = v_min;
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
v_cur = v_max;
}
@@ -2610,7 +2641,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T
{
if (v_min == v_max)
return v_min;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
TYPE result;
if (is_logarithmic)
@@ -2658,7 +2689,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T
else
{
// Linear slider
if (is_decimal)
if (is_floating_point)
{
result = ImLerp(v_min, v_max, t);
}
@@ -2691,14 +2722,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
const ImGuiStyle& style = g.Style;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const float grab_padding = 2.0f;
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows
if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
grab_sz = ImMin(grab_sz, slider_sz);
const float slider_usable_sz = slider_sz - grab_sz;
@@ -2710,7 +2741,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
if (is_logarithmic)
{
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
}
@@ -2748,7 +2779,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
if (input_delta != 0.0f)
{
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
if (decimal_precision > 0)
{
input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
@@ -3293,7 +3324,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL);
if (p_clamp_min || p_clamp_max)
{
if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
ImSwap(p_clamp_min, p_clamp_max);
DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
}
@@ -3903,11 +3934,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiInputTextState* state = GetInputTextState(id);
const bool focus_requested = FocusableItemRegister(window, id);
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
const bool focus_requested_by_code = focus_requested && (g.TabFocusRequestCurrWindow == window && g.TabFocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
@@ -3956,8 +3987,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (!is_multiline && focus_requested_by_code)
select_all = true;
}
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
state->Stb.insert_mode = 1;
if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
select_all = true;
}
@@ -5210,7 +5241,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
const int vert_start_idx = draw_list->VtxBuffer.Size;
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
draw_list->PathStroke(col_white, false, wheel_thickness);
draw_list->PathStroke(col_white, 0, wheel_thickness);
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
@@ -5336,8 +5367,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
{
float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft);
RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
}
else
{
@@ -5346,7 +5377,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
if (col_source.w < 1.0f)
RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
else
window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
}
RenderNavHighlight(bb, id);
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
@@ -5892,7 +5923,7 @@ void ImGui::TreePop()
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
{
SetNavID(window->IDStack.back(), g.NavLayer, 0);
SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());
NavMoveRequestCancel();
}
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
@@ -6080,8 +6111,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos));
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
}
}
if (pressed)
@@ -6199,6 +6230,7 @@ void ImGui::EndListBox()
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
IM_UNUSED(window);
EndChildFrame();
EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
@@ -6559,9 +6591,9 @@ void ImGui::EndMenuBar()
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavLayer = layer;
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
@@ -6592,7 +6624,7 @@ bool ImGui::BeginMainMenuBar()
if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
{
// Set window position
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
// However menu-bar will affect the minimum window size so we'll get the right height.
ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
@@ -6910,7 +6942,7 @@ namespace ImGui
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
}
@@ -7128,12 +7160,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
// Setup next selected tab
ImGuiID scroll_track_selected_tab_id = 0;
ImGuiID scroll_to_tab_id = 0;
if (tab_bar->NextSelectedTabId)
{
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
tab_bar->NextSelectedTabId = 0;
scroll_track_selected_tab_id = tab_bar->SelectedTabId;
scroll_to_tab_id = tab_bar->SelectedTabId;
}
// Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
@@ -7141,7 +7173,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{
if (TabBarProcessReorder(tab_bar))
if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)
scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId;
scroll_to_tab_id = tab_bar->ReorderRequestTabId;
tab_bar->ReorderRequestTabId = 0;
}
@@ -7149,7 +7181,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
if (tab_list_popup_button)
if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
// (whereas our tabs are stored as: leading, central, trailing)
@@ -7169,8 +7201,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
most_recently_selected_tab = tab;
if (tab->ID == tab_bar->SelectedTabId)
found_selected_tab_id = true;
if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
scroll_track_selected_tab_id = tab->ID;
if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
scroll_to_tab_id = tab->ID;
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
@@ -7201,11 +7233,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// Horizontal scrolling buttons
// (note that TabBarScrollButtons() will alter BarRect.Max.x)
if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar))
if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
{
scroll_track_selected_tab_id = scroll_track_selected_tab->ID;
if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button))
tab_bar->SelectedTabId = scroll_track_selected_tab_id;
scroll_to_tab_id = scroll_and_select_tab->ID;
if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
tab_bar->SelectedTabId = scroll_to_tab_id;
}
// Shrink widths if full tabs don't fit in their allocated space
@@ -7269,7 +7301,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (found_selected_tab_id == false)
tab_bar->SelectedTabId = 0;
if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
// Lock in visible tab
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
@@ -7277,12 +7309,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// CTRL+TAB can override visible tab temporarily
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID;
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID;
// Update scrolling
if (scroll_track_selected_tab_id)
if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections);
if (scroll_to_tab_id != 0)
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
@@ -7412,8 +7443,12 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
return ImMax(scrolling, 0.0f);
}
static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections)
// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)
{
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);
if (tab == NULL)
return;
if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))
return;
@@ -7983,7 +8018,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
}
}