mirror of
https://github.com/wolfpld/tracy.git
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Update ImGui to 1.89.2 + docking.
This commit is contained in:
+43
-41
@@ -1,4 +1,4 @@
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// dear imgui, v1.89 WIP
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// dear imgui, v1.89.2
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// (widgets code)
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/*
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@@ -126,7 +126,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
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// For InputTextEx()
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static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
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static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
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//-------------------------------------------------------------------------
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// [SECTION] Widgets: Text, etc.
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@@ -544,13 +544,21 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
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if (hovered)
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{
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// Poll mouse buttons
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// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
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// - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
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int mouse_button_clicked = -1;
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int mouse_button_released = -1;
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for (int button = 0; button < 3; button++)
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if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
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{
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if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
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if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
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}
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// Process initial action
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if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
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{
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// Poll buttons
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int mouse_button_clicked = -1;
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; }
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if (mouse_button_clicked != -1 && g.ActiveId != id)
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{
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if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
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@@ -578,10 +586,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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if (flags & ImGuiButtonFlags_PressedOnRelease)
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{
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int mouse_button_released = -1;
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; }
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if (mouse_button_released != -1)
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{
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const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
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@@ -3571,9 +3575,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char**
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return line_count;
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}
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static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
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static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *ctx;
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ImFont* font = g.Font;
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const float line_height = g.FontSize;
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const float scale = line_height / font->FontSize;
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@@ -3622,14 +3626,14 @@ namespace ImStb
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static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; }
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static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; }
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static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
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static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
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static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
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static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
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static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
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{
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const ImWchar* text = obj->TextW.Data;
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const ImWchar* text_remaining = NULL;
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const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
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const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
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r->x0 = 0.0f;
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r->x1 = size.x;
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r->baseline_y_delta = size.y;
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@@ -3645,7 +3649,7 @@ static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
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static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { if (ImGui::GetIO().ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
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#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
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#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
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@@ -4107,14 +4111,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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if (g.ActiveId == id)
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{
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// Declare our inputs
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// Declare some inputs, the other are registered and polled via Shortcut() routing system.
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if (user_clicked)
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SetKeyOwner(ImGuiKey_MouseLeft, id);
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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SetKeyOwner(ImGuiKey_Escape, id);
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SetKeyOwner(ImGuiKey_NavGamepadCancel, id);
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SetKeyOwner(ImGuiKey_Home, id);
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SetKeyOwner(ImGuiKey_End, id);
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if (is_multiline)
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@@ -4123,9 +4125,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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SetKeyOwner(ImGuiKey_PageDown, id);
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}
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if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
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{
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SetKeyOwner(ImGuiKey_Tab, id);
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}
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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@@ -4298,22 +4298,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
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const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
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// Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
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// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
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// Otherwise we could simply assume that we own the keys as we are active.
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const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat;
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const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly;
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const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable;
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const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable;
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const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat);
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const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
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const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;
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const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;
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const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;
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const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
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const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
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const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false));
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const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));
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// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
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if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
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else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
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@@ -4686,11 +4687,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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searches_result_line_no[1] = line_count;
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// Calculate 2d position by finding the beginning of the line and measuring distance
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cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
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cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
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cursor_offset.y = searches_result_line_no[0] * g.FontSize;
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if (searches_result_line_no[1] >= 0)
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{
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select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
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select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
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select_start_offset.y = searches_result_line_no[1] * g.FontSize;
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}
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@@ -4759,7 +4760,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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else
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{
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ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
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ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);
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if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
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ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
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rect.ClipWith(clip_rect);
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@@ -4868,6 +4869,7 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
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Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
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DebugLocateItemOnHover(state->ID);
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Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end);
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Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
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Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
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if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state
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{
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@@ -5115,7 +5117,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
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{
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// Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
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// but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.
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SameLine(0.0f, style.ItemInnerSpacing.x);
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window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
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TextEx(label, label_display_end);
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}
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@@ -6335,7 +6340,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
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ImGuiButtonFlags button_flags = 0;
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if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
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if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
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if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
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if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
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if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
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@@ -6376,8 +6381,6 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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// Render
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if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))
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hovered = true;
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if (hovered || selected)
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{
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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@@ -7722,7 +7725,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
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}
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// Dockable uses Name/ID in the global namespace. Non-dockable items use the ID stack.
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// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
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static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
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{
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if (docked_window != NULL)
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@@ -8178,18 +8181,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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tab->Flags = flags;
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tab->Window = docked_window;
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// Append name with zero-terminator
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// Append name _WITH_ the zero-terminator
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// (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
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if (tab->Window != NULL)
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if (docked_window != NULL)
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{
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IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
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tab->NameOffset = -1;
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}
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else
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{
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IM_ASSERT(tab->Window == NULL);
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tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
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tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
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tab_bar->TabsNames.append(label, label + strlen(label) + 1);
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}
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// Update selected tab
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Reference in New Issue
Block a user