mirror of
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Update ImGui to 1.73.
This commit is contained in:
+236
-139
@@ -1,4 +1,4 @@
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// dear imgui, v1.72b
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// dear imgui, v1.73
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// (main code and documentation)
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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@@ -176,7 +176,7 @@ CODE
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- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
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phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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@@ -575,17 +575,17 @@ CODE
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Q: Where is the documentation?
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A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
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- Run the examples/ and explore them.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/
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folder to explain how to integrate Dear ImGui with your own engine/application.
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- Your programming IDE is your friend, find the type or function declaration to find comments
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- Your programming IDE is your friend, find the type or function declaration to find comments
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associated to it.
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Q: Which version should I get?
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A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe
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and recommended to sync to master/latest. The library is fairly stable and regressions tend to be
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A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe
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and recommended to sync to master/latest. The library is fairly stable and regressions tend to be
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fixed fast when reported. You may also peak at the 'docking' branch which includes:
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- Docking/Merging features (https://github.com/ocornut/imgui/issues/2109)
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- Multi-viewport features (https://github.com/ocornut/imgui/issues/1542)
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@@ -597,11 +597,11 @@ CODE
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for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
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Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"?
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A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when
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when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI
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(immediate-mode graphical user interface) was coined before and is being used in variety of other
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situations (e.g. Unity uses it own implementation of the IMGUI paradigm).
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To reduce the ambiguity without affecting existing code bases, I have decided on an alternate,
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A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when
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when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI
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(immediate-mode graphical user interface) was coined before and is being used in variety of other
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situations (e.g. Unity uses it own implementation of the IMGUI paradigm).
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To reduce the ambiguity without affecting existing code bases, I have decided on an alternate,
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longer name "Dear ImGui" that people can use to refer to this specific library.
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Please try to refer to this library as "Dear ImGui".
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@@ -622,6 +622,7 @@ CODE
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Q: How can I display an image? What is ImTextureID, how does it works?
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A: Short explanation:
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- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
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- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
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- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
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@@ -638,7 +639,7 @@ CODE
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- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
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an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
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OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp)
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DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
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DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
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DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
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@@ -669,26 +670,9 @@ CODE
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This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
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If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
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Here's a simplified OpenGL example using stb_image.h:
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Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11:
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// Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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[...]
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int my_image_width, my_image_height;
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unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4);
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// Turn the RGBA pixel data into an OpenGL texture:
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GLuint my_opengl_texture;
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glGenTextures(1, &my_opengl_texture);
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glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
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ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
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https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
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Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
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@@ -1078,10 +1062,11 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2&
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// Navigation
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavUpdateWindowingList();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateMoveResult();
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static float NavUpdatePageUpPageDown(int allowed_dir_flags);
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static inline void NavUpdateAnyRequestFlag();
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static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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@@ -1244,6 +1229,7 @@ ImGuiIO::ImGuiIO()
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ConfigInputTextCursorBlink = true;
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ConfigWindowsResizeFromEdges = true;
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ConfigWindowsMoveFromTitleBarOnly = false;
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ConfigWindowsMemoryCompactTimer = 60.0f;
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// Platform Functions
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BackendPlatformName = BackendRendererName = NULL;
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@@ -2487,14 +2473,18 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
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// Another overly complex function until we reorganize everything into a nice all-in-one helper.
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// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
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// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
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void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
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// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
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void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
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{
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ImGuiContext& g = *GImGui;
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if (text_end_full == NULL)
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text_end_full = FindRenderedTextEnd(text);
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const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
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//draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
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//draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
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//draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
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// FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
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if (text_size.x > pos_max.x - pos_min.x)
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{
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// Hello wo...
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@@ -2502,15 +2492,33 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min,
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// min max ellipsis_max
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// <-> this is generally some padding value
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// FIXME-STYLE: RenderPixelEllipsis() style should use actual font data.
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const ImFont* font = draw_list->_Data->Font;
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const float font_size = draw_list->_Data->FontSize;
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const int ellipsis_dot_count = 3;
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const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f;
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const char* text_end_ellipsis = NULL;
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float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f);
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float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
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ImWchar ellipsis_char = font->EllipsisChar;
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int ellipsis_char_count = 1;
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if (ellipsis_char == (ImWchar)-1)
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{
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ellipsis_char = (ImWchar)'.';
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ellipsis_char_count = 3;
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}
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const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
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float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
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float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
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if (ellipsis_char_count > 1)
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{
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// Full ellipsis size without free spacing after it.
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const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);
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ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
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ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
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}
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// We can now claim the space between pos_max.x and ellipsis_max.x
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const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
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float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
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if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
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{
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// Always display at least 1 character if there's no room for character + ellipsis
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@@ -2519,15 +2527,20 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min,
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}
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while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
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{
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// Trim trailing space before ellipsis
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// Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
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text_end_ellipsis--;
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text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
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}
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RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
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const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f;
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if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x)
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RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count);
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// Render text, render ellipsis
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RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
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float ellipsis_x = pos_min.x + text_size_clipped_x;
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if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)
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for (int i = 0; i < ellipsis_char_count; i++)
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{
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font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);
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ellipsis_x += ellipsis_glyph_width;
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}
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}
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else
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{
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@@ -2691,14 +2704,15 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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BeginOrderWithinContext = -1;
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PopupId = 0;
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AutoFitFramesX = AutoFitFramesY = -1;
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AutoFitOnlyGrows = false;
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AutoFitChildAxises = 0x00;
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AutoFitOnlyGrows = false;
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AutoPosLastDirection = ImGuiDir_None;
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HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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LastFrameActive = -1;
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LastTimeActive = -1.0f;
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ItemWidthDefault = 0.0f;
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FontWindowScale = 1.0f;
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SettingsIdx = -1;
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@@ -2713,6 +2727,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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NavLastIds[0] = NavLastIds[1] = 0;
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NavRectRel[0] = NavRectRel[1] = ImRect();
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NavLastChildNavWindow = NULL;
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MemoryCompacted = false;
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MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
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}
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ImGuiWindow::~ImGuiWindow()
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@@ -2783,6 +2800,36 @@ static void SetCurrentWindow(ImGuiWindow* window)
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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// Free up/compact internal window buffers, we can use this when a window becomes unused.
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// This is currently unused by the library, but you may call this yourself for easy GC.
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// Not freed:
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// - ImGuiWindow, ImGuiWindowSettings, Name
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// - StateStorage, ColumnsStorage (may hold useful data)
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// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
|
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void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
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{
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window->MemoryCompacted = true;
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window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
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window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
|
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window->IDStack.clear();
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window->DrawList->ClearFreeMemory();
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||||
window->DC.ChildWindows.clear();
|
||||
window->DC.ItemFlagsStack.clear();
|
||||
window->DC.ItemWidthStack.clear();
|
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window->DC.TextWrapPosStack.clear();
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||||
window->DC.GroupStack.clear();
|
||||
}
|
||||
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||||
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
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||||
{
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// We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
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||||
// The other buffers tends to amortize much faster.
|
||||
window->MemoryCompacted = false;
|
||||
window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
|
||||
window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
|
||||
window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
|
||||
}
|
||||
|
||||
void ImGui::SetNavID(ImGuiID id, int nav_layer)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@@ -2961,8 +3008,8 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
|
||||
{
|
||||
// Navigation processing runs prior to clipping early-out
|
||||
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
|
||||
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
|
||||
// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
|
||||
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
|
||||
// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
|
||||
// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
|
||||
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
|
||||
// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
|
||||
@@ -3282,12 +3329,6 @@ ImDrawList* ImGui::GetBackgroundDrawList()
|
||||
return &GImGui->BackgroundDrawList;
|
||||
}
|
||||
|
||||
static ImDrawList* GetForegroundDrawList(ImGuiWindow*)
|
||||
{
|
||||
// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
|
||||
return &GImGui->ForegroundDrawList;
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetForegroundDrawList()
|
||||
{
|
||||
return &GImGui->ForegroundDrawList;
|
||||
@@ -3630,7 +3671,7 @@ static void NewFrameSanityChecks()
|
||||
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
||||
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
|
||||
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
for (int n = 0; n < ImGuiKey_COUNT; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
|
||||
|
||||
@@ -3814,8 +3855,9 @@ void ImGui::NewFrame()
|
||||
|
||||
g.NavIdTabCounter = INT_MAX;
|
||||
|
||||
// Mark all windows as not visible
|
||||
// Mark all windows as not visible and compact unused memory.
|
||||
IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
|
||||
const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX;
|
||||
for (int i = 0; i != g.Windows.Size; i++)
|
||||
{
|
||||
ImGuiWindow* window = g.Windows[i];
|
||||
@@ -3823,6 +3865,10 @@ void ImGui::NewFrame()
|
||||
window->BeginCount = 0;
|
||||
window->Active = false;
|
||||
window->WriteAccessed = false;
|
||||
|
||||
// Garbage collect (this is totally functional but we may need decide if the side-effects are desirable)
|
||||
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
|
||||
GcCompactTransientWindowBuffers(window);
|
||||
}
|
||||
|
||||
// Closing the focused window restore focus to the first active root window in descending z-order
|
||||
@@ -4004,7 +4050,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
|
||||
return;
|
||||
}
|
||||
|
||||
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
|
||||
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
|
||||
// May trigger for you if you are using PrimXXX functions incorrectly.
|
||||
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
|
||||
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
|
||||
@@ -4013,7 +4059,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
|
||||
|
||||
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
|
||||
// If this assert triggers because you are drawing lots of stuff manually:
|
||||
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
|
||||
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
|
||||
// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
|
||||
// - If you want large meshes with more than 64K vertices, you can either:
|
||||
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
|
||||
@@ -4022,9 +4068,9 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
|
||||
// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
|
||||
// Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time:
|
||||
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
// Your own engine or render API may use different parameters or function calls to specify index sizes.
|
||||
// Your own engine or render API may use different parameters or function calls to specify index sizes.
|
||||
// 2 and 4 bytes indices are generally supported by most graphics API.
|
||||
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
|
||||
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
|
||||
// the 64K limit to split your draw commands in multiple draw lists.
|
||||
if (sizeof(ImDrawIdx) == 2)
|
||||
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
|
||||
@@ -4144,8 +4190,8 @@ void ImGui::EndFrame()
|
||||
End();
|
||||
|
||||
// Show CTRL+TAB list window
|
||||
if (g.NavWindowingTarget)
|
||||
NavUpdateWindowingList();
|
||||
if (g.NavWindowingTarget != NULL)
|
||||
NavUpdateWindowingOverlay();
|
||||
|
||||
// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
|
||||
if (g.DragDropActive)
|
||||
@@ -4228,7 +4274,7 @@ void ImGui::Render()
|
||||
|
||||
// Draw software mouse cursor if requested
|
||||
if (g.IO.MouseDrawCursor)
|
||||
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
|
||||
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
|
||||
|
||||
if (!g.ForegroundDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
|
||||
@@ -4341,7 +4387,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
|
||||
// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
|
||||
bool ImGui::IsKeyDown(int user_key_index)
|
||||
{
|
||||
if (user_key_index < 0)
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
@@ -4439,7 +4485,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
|
||||
return g.IO.MouseDoubleClicked[button];
|
||||
}
|
||||
|
||||
// [Internal] This doesn't test if the button is presed
|
||||
// [Internal] This doesn't test if the button is pressed
|
||||
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@@ -4683,7 +4729,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size
|
||||
|
||||
ImGuiWindow* child_window = g.CurrentWindow;
|
||||
child_window->ChildId = id;
|
||||
child_window->AutoFitChildAxises = auto_fit_axises;
|
||||
child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
|
||||
|
||||
// Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
|
||||
// While this is not really documented/defined, it seems that the expected thing to do.
|
||||
@@ -4827,10 +4873,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
|
||||
// Retrieve settings from .ini file
|
||||
window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
|
||||
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
|
||||
window->Pos = ImFloor(settings->Pos);
|
||||
window->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
|
||||
window->Collapsed = settings->Collapsed;
|
||||
if (ImLengthSqr(settings->Size) > 0.00001f)
|
||||
size = ImFloor(settings->Size);
|
||||
if (settings->Size.x > 0 && settings->Size.y > 0)
|
||||
size = ImVec2(settings->Size.x, settings->Size.y);
|
||||
}
|
||||
window->Size = window->SizeFull = ImFloor(size);
|
||||
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
|
||||
@@ -4857,7 +4903,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
|
||||
return window;
|
||||
}
|
||||
|
||||
static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
||||
@@ -4889,7 +4935,7 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
return new_size;
|
||||
}
|
||||
|
||||
static ImVec2 CalcContentSize(ImGuiWindow* window)
|
||||
static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
|
||||
{
|
||||
if (window->Collapsed)
|
||||
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
|
||||
@@ -4903,7 +4949,7 @@ static ImVec2 CalcContentSize(ImGuiWindow* window)
|
||||
return sz;
|
||||
}
|
||||
|
||||
static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStyle& style = g.Style;
|
||||
@@ -4927,7 +4973,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
|
||||
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
|
||||
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
|
||||
ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
|
||||
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
|
||||
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
|
||||
if (will_have_scrollbar_x)
|
||||
@@ -4940,8 +4986,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
|
||||
ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
|
||||
{
|
||||
ImVec2 size_contents = CalcContentSize(window);
|
||||
return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
|
||||
ImVec2 size_contents = CalcWindowContentSize(window);
|
||||
ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);
|
||||
ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
return size_final;
|
||||
}
|
||||
|
||||
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
|
||||
@@ -4958,7 +5006,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
|
||||
ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
|
||||
ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
|
||||
ImVec2 size_expected = pos_max - pos_min;
|
||||
ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected);
|
||||
ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
|
||||
*out_pos = pos_min;
|
||||
if (corner_norm.x == 0.0f)
|
||||
out_pos->x -= (size_constrained.x - size_expected.x);
|
||||
@@ -5039,7 +5087,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
|
||||
{
|
||||
// Manual auto-fit when double-clicking
|
||||
size_target = CalcSizeAfterConstraint(window, size_auto_fit);
|
||||
size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
ret_auto_fit = true;
|
||||
ClearActiveID();
|
||||
}
|
||||
@@ -5094,7 +5142,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
g.NavDisableMouseHover = true;
|
||||
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
|
||||
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
|
||||
size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
|
||||
size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5245,7 +5293,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
|
||||
ImGuiWindowFlags flags = window->Flags;
|
||||
|
||||
const bool has_close_button = (p_open != NULL);
|
||||
const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse);
|
||||
const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
|
||||
|
||||
// Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
|
||||
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
|
||||
@@ -5389,6 +5437,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
{
|
||||
window->Flags = (ImGuiWindowFlags)flags;
|
||||
window->LastFrameActive = current_frame;
|
||||
window->LastTimeActive = (float)g.Time;
|
||||
window->BeginOrderWithinParent = 0;
|
||||
window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
|
||||
}
|
||||
@@ -5402,6 +5451,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
|
||||
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
|
||||
|
||||
// We allow window memory to be compacted so recreate the base stack when needed.
|
||||
if (window->IDStack.Size == 0)
|
||||
window->IDStack.push_back(window->ID);
|
||||
|
||||
// Add to stack
|
||||
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
|
||||
g.CurrentWindowStack.push_back(window);
|
||||
@@ -5466,6 +5519,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
|
||||
window->IDStack.resize(1);
|
||||
|
||||
// Restore buffer capacity when woken from a compacted state, to avoid
|
||||
if (window->MemoryCompacted)
|
||||
GcAwakeTransientWindowBuffers(window);
|
||||
|
||||
// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
|
||||
// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
|
||||
bool window_title_visible_elsewhere = false;
|
||||
@@ -5481,7 +5538,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
|
||||
|
||||
// Update contents size from last frame for auto-fitting (or use explicit size)
|
||||
window->ContentSize = CalcContentSize(window);
|
||||
window->ContentSize = CalcWindowContentSize(window);
|
||||
if (window->HiddenFramesCanSkipItems > 0)
|
||||
window->HiddenFramesCanSkipItems--;
|
||||
if (window->HiddenFramesCannotSkipItems > 0)
|
||||
@@ -5545,7 +5602,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// SIZE
|
||||
|
||||
// Calculate auto-fit size, handle automatic resize
|
||||
const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize);
|
||||
const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);
|
||||
bool use_current_size_for_scrollbar_x = window_just_created;
|
||||
bool use_current_size_for_scrollbar_y = window_just_created;
|
||||
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
|
||||
@@ -5581,7 +5638,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
}
|
||||
|
||||
// Apply minimum/maximum window size constraints and final size
|
||||
window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
|
||||
window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
|
||||
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
|
||||
|
||||
// Decoration size
|
||||
@@ -5690,7 +5747,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->OuterRectClipped.ClipWith(host_rect);
|
||||
|
||||
// Inner rectangle
|
||||
// Not affected by window border size. Used by:
|
||||
// Not affected by window border size. Used by:
|
||||
// - InnerClipRect
|
||||
// - ScrollToBringRectIntoView()
|
||||
// - NavUpdatePageUpPageDown()
|
||||
@@ -5768,7 +5825,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
render_decorations_in_parent = true;
|
||||
if (render_decorations_in_parent)
|
||||
window->DrawList = parent_window->DrawList;
|
||||
|
||||
|
||||
// Handle title bar, scrollbar, resize grips and resize borders
|
||||
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
|
||||
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
|
||||
@@ -5844,7 +5901,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->DC.TextWrapPosStack.resize(0);
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.TreeDepth = 0;
|
||||
window->DC.TreeStoreMayJumpToParentOnPop = 0x00;
|
||||
window->DC.TreeMayJumpToParentOnPopMask = 0x00;
|
||||
window->DC.StateStorage = &window->StateStorage;
|
||||
window->DC.GroupStack.resize(0);
|
||||
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
|
||||
@@ -7165,22 +7222,33 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
|
||||
}
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
|
||||
ImVec2 delta_scroll;
|
||||
if (!window_rect.Contains(item_rect))
|
||||
{
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
|
||||
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
|
||||
delta_scroll = next_scroll - window->Scroll;
|
||||
}
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary
|
||||
if (window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
|
||||
|
||||
return delta_scroll;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollX()
|
||||
@@ -7793,7 +7861,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
|
||||
}
|
||||
|
||||
// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
|
||||
static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@@ -7856,22 +7924,22 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
char buf[128];
|
||||
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
|
||||
if (IsMouseHoveringRect(cand.Min, cand.Max))
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
ImDrawList* draw_list = GetForegroundDrawList(window);
|
||||
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
|
||||
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
|
||||
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
|
||||
draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
|
||||
}
|
||||
else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
|
||||
{
|
||||
if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
|
||||
if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
|
||||
if (quadrant == g.NavMoveDir)
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
ImDrawList* draw_list = GetForegroundDrawList(window);
|
||||
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
@@ -8012,7 +8080,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
|
||||
ImGui::NavMoveRequestCancel();
|
||||
NavMoveRequestCancel();
|
||||
g.NavMoveDir = move_dir;
|
||||
g.NavMoveClipDir = clip_dir;
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
@@ -8348,10 +8416,10 @@ static void ImGui::NavUpdate()
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
|
||||
if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; }
|
||||
if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; }
|
||||
if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; }
|
||||
if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; }
|
||||
}
|
||||
g.NavMoveClipDir = g.NavMoveDir;
|
||||
}
|
||||
@@ -8364,7 +8432,8 @@ static void ImGui::NavUpdate()
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
|
||||
}
|
||||
|
||||
// Update PageUp/PageDown scroll
|
||||
// Update PageUp/PageDown/Home/End scroll
|
||||
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (nav_keyboard_active)
|
||||
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
|
||||
@@ -8483,17 +8552,22 @@ static void ImGui::NavUpdateMoveResult()
|
||||
// Scroll to keep newly navigated item fully into view.
|
||||
if (g.NavLayer == 0)
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
ScrollToBringRectIntoView(result->Window, rect_abs);
|
||||
ImVec2 delta_scroll;
|
||||
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
|
||||
{
|
||||
float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
|
||||
delta_scroll.y = result->Window->Scroll.y - scroll_target;
|
||||
SetScrollY(result->Window, scroll_target);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
|
||||
}
|
||||
|
||||
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
|
||||
ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
|
||||
result->RectRel.Translate(delta_scroll);
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
|
||||
// Offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
result->RectRel.TranslateX(-delta_scroll.x);
|
||||
result->RectRel.TranslateY(-delta_scroll.y);
|
||||
}
|
||||
|
||||
ClearActiveID();
|
||||
@@ -8508,6 +8582,7 @@ static void ImGui::NavUpdateMoveResult()
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
|
||||
// Handle PageUp/PageDown/Home/End keys
|
||||
static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@@ -8517,9 +8592,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
|
||||
return 0.0f;
|
||||
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
|
||||
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
|
||||
if (page_up_held != page_down_held) // If either (not both) are pressed
|
||||
const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
|
||||
const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
|
||||
const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
|
||||
const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
|
||||
if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
|
||||
{
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
|
||||
{
|
||||
@@ -8528,26 +8605,49 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
|
||||
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
|
||||
else if (home_pressed)
|
||||
SetScrollY(window, 0.0f);
|
||||
else if (end_pressed)
|
||||
SetScrollY(window, window->ScrollMax.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
|
||||
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
|
||||
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = -page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = +page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Down;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (home_pressed)
|
||||
{
|
||||
// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
|
||||
// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
|
||||
// Preserve current horizontal position if we have any.
|
||||
nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
|
||||
if (nav_rect_rel.IsInverted())
|
||||
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
|
||||
g.NavMoveDir = ImGuiDir_Down;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
}
|
||||
else if (end_pressed)
|
||||
{
|
||||
nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
|
||||
if (nav_rect_rel.IsInverted())
|
||||
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
|
||||
g.NavMoveDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
}
|
||||
return nav_scoring_rect_offset_y;
|
||||
}
|
||||
}
|
||||
@@ -8743,7 +8843,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
|
||||
}
|
||||
|
||||
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
|
||||
void ImGui::NavUpdateWindowingList()
|
||||
void ImGui::NavUpdateWindowingOverlay()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavWindowingTarget != NULL);
|
||||
@@ -9439,14 +9539,13 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*
|
||||
return (void*)settings;
|
||||
}
|
||||
|
||||
static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line)
|
||||
static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
|
||||
float x, y;
|
||||
int x, y;
|
||||
int i;
|
||||
if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y);
|
||||
else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
|
||||
if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) settings->Pos = ImVec2ih((short)x, (short)y);
|
||||
else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) settings->Size = ImVec2ih((short)x, (short)y);
|
||||
else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0);
|
||||
}
|
||||
|
||||
@@ -9468,8 +9567,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
|
||||
window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
|
||||
}
|
||||
IM_ASSERT(settings->ID == window->ID);
|
||||
settings->Pos = window->Pos;
|
||||
settings->Size = window->SizeFull;
|
||||
settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);
|
||||
settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);
|
||||
settings->Collapsed = window->Collapsed;
|
||||
}
|
||||
|
||||
@@ -9478,11 +9577,9 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
|
||||
for (int i = 0; i != g.SettingsWindows.Size; i++)
|
||||
{
|
||||
const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
|
||||
if (settings->Pos.x == FLT_MAX)
|
||||
continue;
|
||||
buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name);
|
||||
buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
|
||||
buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
|
||||
buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
|
||||
buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
|
||||
buf->appendf("Collapsed=%d\n", settings->Collapsed);
|
||||
buf->appendf("\n");
|
||||
}
|
||||
@@ -9598,7 +9695,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void*)
|
||||
|
||||
ItemCount item_count = 0;
|
||||
PasteboardGetItemCount(main_clipboard, &item_count);
|
||||
for (int i = 0; i < item_count; i++)
|
||||
for (ItemCount i = 0; i < item_count; i++)
|
||||
{
|
||||
PasteboardItemID item_id = 0;
|
||||
PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
|
||||
|
||||
Reference in New Issue
Block a user