mirror of
https://github.com/wolfpld/tracy.git
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Update imgui to 1.90.7-docking.
This commit is contained in:
+87
-57
@@ -1,4 +1,4 @@
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// dear imgui, v1.90.4
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// dear imgui, v1.90.7
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// (widgets code)
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/*
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@@ -75,6 +75,7 @@ Index of this file:
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#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
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#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
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@@ -122,9 +123,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
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//-------------------------------------------------------------------------
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// For InputTextEx()
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static bool InputTextFilterCharacter(ImGuiContext* ctx, 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(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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static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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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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@@ -508,7 +509,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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// Alternate registration spot, for when caller didn't use ItemAdd()
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if (id != 0 && g.LastItemData.ID != id)
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if (g.LastItemData.ID != id)
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IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
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#endif
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@@ -536,6 +537,8 @@ 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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IM_ASSERT(id != 0); // Lazily check inside rare path.
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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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@@ -544,7 +547,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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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 (IsMouseClicked(button, ImGuiInputFlags_None, 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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@@ -592,7 +595,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
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if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))
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if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
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pressed = true;
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}
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@@ -1004,7 +1007,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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// Update distance to grab now that we have seek'ed and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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}
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@@ -1294,24 +1297,47 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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if (!ItemAdd(bb, 0))
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return;
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// Render
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fraction = ImSaturate(fraction);
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RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
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const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
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RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
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// Fraction < 0.0f will display an indeterminate progress bar animation
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// The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
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const bool is_indeterminate = (fraction < 0.0f);
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if (!is_indeterminate)
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fraction = ImSaturate(fraction);
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// Default displaying the fraction as percentage string, but user can override it
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char overlay_buf[32];
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if (!overlay)
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// Out of courtesy we accept a NaN fraction without crashing
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float fill_n0 = 0.0f;
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float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
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if (is_indeterminate)
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{
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ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
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overlay = overlay_buf;
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const float fill_width_n = 0.2f;
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fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
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fill_n1 = ImSaturate(fill_n0 + fill_width_n);
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fill_n0 = ImSaturate(fill_n0);
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}
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
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// Render
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RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
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RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
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// Default displaying the fraction as percentage string, but user can override it
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// Don't display text for indeterminate bars by default
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char overlay_buf[32];
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if (!is_indeterminate || overlay != NULL)
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{
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if (!overlay)
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{
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ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
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overlay = overlay_buf;
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}
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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{
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float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
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RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
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}
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}
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}
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void ImGui::Bullet()
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@@ -2289,7 +2315,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
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const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
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const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f;
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const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
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adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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@@ -2448,7 +2474,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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if (!temp_input_is_active)
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{
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// Tabbing or CTRL-clicking on Drag turns it into an InputText
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
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const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
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const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
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if (make_active && (clicked || double_clicked))
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@@ -3039,7 +3065,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
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if (!temp_input_is_active)
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{
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// Tabbing or CTRL-clicking on Slider turns it into an input box
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
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const bool make_active = (clicked || g.NavActivateId == id);
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if (make_active && clicked)
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SetKeyOwner(ImGuiKey_MouseLeft, id);
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@@ -3201,7 +3227,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
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format = DataTypeGetInfo(data_type)->PrintFmt;
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const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
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if (clicked || g.NavActivateId == id)
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{
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if (clicked)
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@@ -3432,7 +3458,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
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DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);
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ImStrTrimBlanks(data_buf);
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ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited;
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ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
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bool value_changed = false;
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if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
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@@ -3477,6 +3503,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
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flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
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flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
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bool value_changed = false;
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if (p_step == NULL)
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@@ -3922,9 +3949,8 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
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}
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// Return false to discard a character.
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static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)
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static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard)
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{
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IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);
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unsigned int c = *p_char;
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// Filter non-printable (NB: isprint is unreliable! see #2467)
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@@ -3939,7 +3965,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
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apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
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}
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if (input_source != ImGuiInputSource_Clipboard)
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if (input_source_is_clipboard == false)
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{
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// We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
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if (c == 127)
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@@ -3955,7 +3981,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
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return false;
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// Generic named filters
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if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))
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if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)))
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{
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// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.
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// The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
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@@ -3965,7 +3991,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
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// Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
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ImGuiContext& g = *ctx;
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const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint;
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if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific))
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if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))
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if (c == '.' || c == ',')
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c = c_decimal_point;
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@@ -4289,6 +4315,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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SetKeyOwner(ImGuiKey_PageUp, id);
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SetKeyOwner(ImGuiKey_PageDown, id);
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}
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// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
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if (is_osx)
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SetKeyOwner(ImGuiMod_Alt, id);
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}
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@@ -4421,15 +4448,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
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{
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if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
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if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
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state->OnKeyPressed((int)c);
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}
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// FIXME: Implement Shift+Tab
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/*
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if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
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if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
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{
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}
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*/
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@@ -4437,7 +4464,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
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if (io.InputQueueCharacters.Size > 0)
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{
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if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
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@@ -4447,7 +4474,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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unsigned int c = (unsigned int)io.InputQueueCharacters[n];
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if (c == '\t') // Skip Tab, see above.
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continue;
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
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state->OnKeyPressed((int)c);
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}
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@@ -4467,25 +4494,26 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
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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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const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !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 (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 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;
|
||||
const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);
|
||||
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
|
||||
const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection());
|
||||
const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
|
||||
const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
|
||||
const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable;
|
||||
const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
|
||||
|
||||
// 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.
|
||||
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
|
||||
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
|
||||
const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));
|
||||
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
|
||||
|
||||
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
|
||||
// FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
|
||||
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); }
|
||||
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); }
|
||||
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); }
|
||||
@@ -4510,7 +4538,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
if (is_wordmove_key_down)
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
|
||||
else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)
|
||||
else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
|
||||
}
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
||||
@@ -4530,7 +4558,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
else if (!is_readonly)
|
||||
{
|
||||
unsigned int c = '\n'; // Insert new line
|
||||
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
|
||||
state->OnKeyPressed((int)c);
|
||||
}
|
||||
}
|
||||
@@ -4597,7 +4625,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
unsigned int c;
|
||||
s += ImTextCharFromUtf8(&c, s, NULL);
|
||||
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))
|
||||
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
|
||||
continue;
|
||||
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
|
||||
}
|
||||
@@ -4680,7 +4708,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
|
||||
ImGuiInputTextFlags event_flag = 0;
|
||||
ImGuiKey event_key = ImGuiKey_None;
|
||||
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id))
|
||||
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackCompletion;
|
||||
event_key = ImGuiKey_Tab;
|
||||
@@ -6186,13 +6214,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
label_end = FindRenderedTextEnd(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
||||
|
||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
||||
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
|
||||
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
|
||||
|
||||
// We vertically grow up to current line height up the typical widget height.
|
||||
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
|
||||
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
||||
ImRect frame_bb;
|
||||
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
|
||||
frame_bb.Min.y = window->DC.CursorPos.y;
|
||||
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
|
||||
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
|
||||
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
|
||||
if (display_frame)
|
||||
{
|
||||
@@ -6202,16 +6234,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
|
||||
}
|
||||
|
||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
||||
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
|
||||
const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing
|
||||
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
|
||||
ItemSize(ImVec2(text_width, frame_height), padding.y);
|
||||
|
||||
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
|
||||
ImRect interact_bb = frame_bb;
|
||||
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
|
||||
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
|
||||
if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
|
||||
interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
|
||||
|
||||
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
|
||||
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
|
||||
@@ -6747,7 +6776,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f
|
||||
g.IO.InputQueueCharacters.resize(0);
|
||||
|
||||
// Handle backspace
|
||||
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat))
|
||||
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
|
||||
{
|
||||
char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
|
||||
*p = 0;
|
||||
@@ -6935,6 +6964,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
|
||||
ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
|
||||
RenderText(label_pos, label);
|
||||
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
|
||||
AlignTextToFramePadding();
|
||||
}
|
||||
|
||||
BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle);
|
||||
@@ -7281,7 +7311,7 @@ bool ImGui::BeginMenuBar()
|
||||
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
|
||||
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
|
||||
ImRect bar_rect = window->MenuBarRect();
|
||||
ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));
|
||||
ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y));
|
||||
clip_rect.ClipWith(window->OuterRectClipped);
|
||||
PushClipRect(clip_rect.Min, clip_rect.Max, false);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user