diff --git a/platforms/desktop-shared/imgui/imconfig.h b/platforms/desktop-shared/imgui/imconfig.h index 49611b1..d556cba 100644 --- a/platforms/desktop-shared/imgui/imconfig.h +++ b/platforms/desktop-shared/imgui/imconfig.h @@ -128,4 +128,4 @@ namespace ImGui { void MyFunction(const char* name, MyMatrix44* mtx); } -*/ \ No newline at end of file +*/ diff --git a/platforms/desktop-shared/imgui/imgui.cpp b/platforms/desktop-shared/imgui/imgui.cpp index ce8cf54..4f01703 100644 --- a/platforms/desktop-shared/imgui/imgui.cpp +++ b/platforms/desktop-shared/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (main code and documentation) // Help: @@ -75,6 +75,7 @@ CODE // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] INPUTS // [SECTION] ERROR CHECKING +// [SECTION] ITEM SUBMISSION // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS @@ -424,6 +425,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. @@ -915,7 +917,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md Q&A: Concerns ============= @@ -1045,6 +1047,8 @@ CODE static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. @@ -1122,6 +1126,7 @@ static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, static void RenderDimmedBackgrounds(); // Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. static void UpdateViewportsNewFrame(); } @@ -2058,12 +2063,18 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); - ImGuiContext& g = *GImGui; - g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t)); - wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data; - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); #else return fopen(filename, mode); #endif @@ -3036,13 +3047,14 @@ const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) return style.Colors[idx]; } -ImU32 ImGui::GetColorU32(ImU32 col) +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) { ImGuiStyle& style = GImGui->Style; - if (style.Alpha >= 1.0f) + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } @@ -3074,7 +3086,7 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; if (g.ColorStack.Size < count) { - IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!"); count = g.ColorStack.Size; } while (count > 0) @@ -3137,7 +3149,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -3151,7 +3163,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PopStyleVar(int count) @@ -3159,7 +3171,7 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; if (g.StyleVarStack.Size < count) { - IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!"); count = g.StyleVarStack.Size; } while (count > 0) @@ -3448,22 +3460,22 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) + const float thickness = 2.0f; + if (flags & ImGuiNavHighlightFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); + } + else { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); if (!fully_visible) window->DrawList->PopClipRect(); } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); - } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3592,9 +3604,18 @@ void ImGui::Initialize() // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; g.Viewports.push_back(viewport); g.TempBuffer.resize(1024 * 3 + 1, 0); + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + #ifdef IMGUI_HAS_DOCK #endif @@ -3879,6 +3900,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; if (id) { g.ActiveIdIsAlive = id; @@ -3915,17 +3937,6 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } -// This is called by ItemAdd(). -// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). -void ImGui::KeepAliveID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; -} - void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). @@ -4099,7 +4110,8 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; + if (!g.ActiveIdFromShortcut) + return false; // Done with rectangle culling so we can perform heavier checks now. if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) @@ -4138,17 +4150,19 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag return false; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0) { // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } +#endif if (g.NavDisableMouseHover) return false; @@ -4157,12 +4171,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag } // FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) if (!g.LogEnabled) return true; return false; @@ -4783,6 +4798,7 @@ void ImGui::NewFrame() g.GroupStack.resize(0); // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); UpdateDebugToolFlashStyleColor(); @@ -4797,6 +4813,7 @@ void ImGui::NewFrame() g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; } +#endif // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -4808,10 +4825,12 @@ void ImGui::NewFrame() // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (g.IO.ConfigDebugBeginReturnValueLoop) g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); else g.DebugBeginReturnValueCullDepth = -1; +#endif CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } @@ -4984,7 +5003,7 @@ static void ImGui::RenderDimmedBackgrounds() { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); - RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); } else if (dim_bg_for_window_list) { @@ -5028,18 +5047,7 @@ void ImGui::EndFrame() { IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); ImGuiViewport* viewport = GetMainViewport(); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) - { - viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; - g.IO.SetPlatformImeDataFn(viewport, ime_data); - viewport->PlatformHandleRaw = NULL; - } - else -#endif - { - g.IO.SetPlatformImeDataFn(viewport, ime_data); - } + g.IO.SetPlatformImeDataFn(viewport, ime_data); } // Hide implicit/fallback "Debug" window if it hasn't been used @@ -5402,7 +5410,7 @@ ImVec2 ImGui::GetItemRectSize() } // Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. -// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. +// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { ImGuiID id = GetCurrentWindow()->GetID(str_id); @@ -5544,7 +5552,7 @@ void ImGui::EndChild() // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact); } else { @@ -5669,22 +5677,25 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) { - // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows. + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. ImGuiContext& g = *GImGui; ImVec2 size_min; - if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) { size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; } else { - ImGuiWindow* window_for_height = window; size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; - size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = window; + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); return size_min; } @@ -5754,7 +5765,7 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont { // Maximum window size is determined by the viewport size or monitor size ImVec2 size_min = CalcWindowMinSize(window); - ImVec2 size_max = (window->Flags & ImGuiWindowFlags_ChildWindow) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max); // When the window cannot fit all contents (either because of constraints, either because screen is too small), @@ -6435,21 +6446,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window_stack_data.StackSizesOnBegin.SetToContextState(&g); g.CurrentWindowStack.push_back(window_stack_data); if (flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount++; + g.BeginMenuDepth++; // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) { UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; } // Add to focus scope stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - if ((flags & ImGuiWindowFlags_NavFlattened) == 0) - PushFocusScope(window->ID); + PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); window->NavRootFocusScopeId = g.CurrentFocusScopeId; - g.CurrentWindow = NULL; // Add to popup stack if (flags & ImGuiWindowFlags_Popup) @@ -6515,6 +6527,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { @@ -6746,7 +6761,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle manual resize: Resize Grips, Borders, Gamepad int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) @@ -6946,6 +6961,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -7057,12 +7074,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) - if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))) - { - if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } - if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } - return false; - } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif return !window->SkipItems; } @@ -7088,8 +7108,7 @@ void ImGui::End() if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle - if ((window->Flags & ImGuiWindowFlags_NavFlattened) == 0) - PopFocusScope(); + PopFocusScope(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging @@ -7101,7 +7120,7 @@ void ImGui::End() // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount--; + g.BeginMenuDepth--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); @@ -7214,7 +7233,7 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavLayer = ImGuiNavLayer_Main; - g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); g.NavIdIsAlive = false; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; @@ -7808,16 +7827,50 @@ void ImGui::SetWindowFontScale(float scale) void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; - g.FocusScopeStack.push_back(id); + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); g.CurrentFocusScopeId = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + if (g.FocusScopeStack.Size == 0) + { + IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!"); + return; + } g.FocusScopeStack.pop_back(); - g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 } // Focus = move navigation cursor, set scrolling, set focus window. @@ -8076,6 +8129,26 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - Shortcut() [Internal] //----------------------------------------------------------------------------- +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) +{ + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsModKey(key)) + { + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + key_chord |= ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + key_chord |= ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + key_chord |= ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + key_chord |= ImGuiMod_Super; + } + if (key_chord & ImGuiMod_Shortcut) + return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); + return key_chord; +} + ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -8156,18 +8229,17 @@ const char* ImGui::GetKeyName(ImGuiKey key) } // ImGuiMod_Shortcut is translated to either Ctrl or Super. -const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); - ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + key_chord = FixupKeyChord(&g, key_chord); + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "", (key_chord & ImGuiMod_Alt) ? "Alt+" : "", (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); - return out_buf; + return g.TempKeychordName; } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) @@ -8234,6 +8306,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) { routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry routing_entry->RoutingNext = ImGuiKeyOwner_None; routing_entry->RoutingNextScore = 255; @@ -8280,13 +8353,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; ImGuiKeyRoutingData* routing_data; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (key == ImGuiKey_None) key = ConvertSingleModFlagToKey(&g, mods); - IM_ASSERT(IsNamedKey(key)); + IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. // Get (in the majority of case, the linked list will have one element so this should be 2 reads. // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). @@ -8315,37 +8386,30 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) // - 254: ImGuiInputFlags_RouteGlobalLow // - 255: never route // 'flags' should include an explicit routing policy -static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { if (flags & ImGuiInputFlags_RouteFocused) { ImGuiContext& g = *GImGui; - ImGuiWindow* focused = g.NavWindow; // ActiveID gets top priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if (owner_id != 0 && g.ActiveId == owner_id) return 1; - // Early out when not in focus stack - if (focused == NULL || focused->RootWindow != location->RootWindow) - return 255; - // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) // Assuming only WindowA is submitting a routing request, // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. - for (int next_score = 3; focused != NULL; next_score++) - { - if (focused == location) - { - IM_ASSERT(next_score < 255); - return next_score; - } - focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path - } + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; } @@ -8357,13 +8421,29 @@ static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputF return 0; } +// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + return g.KeysMayBeCharInput.TestBit(key); +} + // Request a desired route for an input chord (key + mods). // Return true if the route is available this frame. // - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. // (Conceptually this does a "Submit for next frame" + "Test for current frame". // As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) -// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) -// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; @@ -8371,6 +8451,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); + + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(&g, key_chord); // [DEBUG] Debug break requested by user if (g.DebugBreakInShortcutRouting == key_chord) @@ -8379,34 +8463,68 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI if (flags & ImGuiInputFlags_RouteUnlessBgFocused) if (g.NavWindow == NULL) return false; + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags); return true; + } + + // Specific culling when there's an active. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags); + return false; + } - const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible. + const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score); if (score == 255) return false; // Submit routing for NEXT frame (assuming score is sufficient) // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); if (score < routing_data->RoutingNextScore) { - routing_data->RoutingNext = routing_id; + routing_data->RoutingNext = owner_id; routing_data->RoutingNextScore = (ImU8)score; } // Return routing state for CURRENT frame - return routing_data->RoutingCurr == routing_id; + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; } // Currently unused by core (but used by tests) // Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) { + ImGuiContext& g = *GImGui; const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(&g, key_chord); ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. return routing_data->RoutingCurr == routing_id; } @@ -9337,8 +9455,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); + key_chord = FixupKeyChord(&g, key_chord); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) return false; @@ -9352,6 +9469,13 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn return true; } +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; +} + bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { //ImGuiContext& g = *GImGui; @@ -9360,12 +9484,19 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. if ((flags & ImGuiInputFlags_RouteMask_) == 0) flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + // Submit route if (!SetShortcutRouting(key_chord, owner_id, flags)) return false; // Default repeat behavior for Shortcut() // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. - if ((flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; if (!IsKeyChordPressed(key_chord, owner_id, flags)) @@ -9651,77 +9782,36 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } - //----------------------------------------------------------------------------- -// [SECTION] LAYOUT +// [SECTION] ITEM SUBMISSION //----------------------------------------------------------------------------- -// - ItemSize() +// - KeepAliveID() +// - ItemHandleShortcut() [Internal] // - ItemAdd() -// - SameLine() -// - GetCursorScreenPos() -// - SetCursorScreenPos() -// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() -// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() -// - GetCursorStartPos() -// - Indent() -// - Unindent() -// - SetNextItemWidth() -// - PushItemWidth() -// - PushMultiItemsWidths() -// - PopItemWidth() -// - CalcItemWidth() -// - CalcItemSize() -// - GetTextLineHeight() -// - GetTextLineHeightWithSpacing() -// - GetFrameHeight() -// - GetFrameHeightWithSpacing() -// - GetContentRegionMax() -// - GetContentRegionMaxAbs() [Internal] -// - GetContentRegionAvail(), -// - GetWindowContentRegionMin(), GetWindowContentRegionMax() -// - BeginGroup() -// - EndGroup() -// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- -// Advance cursor given item size for layout. -// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. -// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. -// THIS IS IN THE PERFORMANCE CRITICAL PATH. -void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - // We increase the height in this function to accommodate for baseline offset. - // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, - // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. - const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - - const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; - const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); - - // Always align ourselves on pixel boundaries - //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = line_y1; - window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); - //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - - window->DC.PrevLineSize.y = line_height; - window->DC.CurrLineSize.y = 0.0f; - window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); - window->DC.CurrLineTextBaseOffset = 0.0f; - window->DC.IsSameLine = window->DC.IsSetPos = false; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} - // Horizontal layout mode - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - SameLine(); +static void ItemHandleShortcut(ImGuiID id) +{ + // FIXME: Generalize Activation queue? + ImGuiContext& g = *GImGui; + if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0) + { + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + ImGui::NavHighlightActivated(id); + } } // Declare item bounding box for clipping and interaction. @@ -9765,6 +9855,9 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(); } + + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); } // Lightweight clear of SetNextItemXXX data. @@ -9781,9 +9874,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu //const bool is_clipped = IsClippedEx(bb, id); //if (is_clipped) // return false; + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) const bool is_rect_visible = bb.Overlaps(window->ClipRect); if (!is_rect_visible) - if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) if (!g.LogEnabled) return false; @@ -9812,6 +9906,78 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu return true; } + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item // offset_from_start_x != 0 : align to specified x position (relative to window/group left) @@ -10621,17 +10787,23 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) - { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } else { - // Close child popups if any, then flag popup for open/reopen - ClosePopupToLevel(current_stack_size, false); + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); g.OpenPopupStack.push_back(popup_ref); } @@ -10661,14 +10833,15 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) - // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: - // Window -> Popup1 -> Popup2 -> Popup3 + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 // - Each popups may contain child windows, which is why we compare ->RootWindow! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) @@ -10767,7 +10940,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame @@ -10776,6 +10949,8 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; } @@ -11077,6 +11252,13 @@ void ImGui::SetNavWindow(ImGuiWindow* window) NavUpdateAnyRequestFlag(); } +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) { ImGuiContext& g = *GImGui; @@ -11090,7 +11272,7 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + SetNavFocusScope(focus_scope_id); g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; @@ -11112,7 +11294,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = g.CurrentFocusScopeId; + SetNavFocusScope(g.CurrentFocusScopeId); window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); @@ -11344,23 +11526,26 @@ static void ImGui::NavProcessItem() // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) { - const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; - if (is_tabbing) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) { - NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); - } - else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) - { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (NavScoreItem(result)) - NavApplyItemToResult(result); - - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } } } @@ -11370,6 +11555,7 @@ static void ImGui::NavProcessItem() if (g.NavWindow != window) SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) @@ -11393,10 +11579,12 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag ImGuiContext& g = *GImGui; if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) return; - if (g.NavFocusScopeId != g.CurrentFocusScopeId) - return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } // - Can always land on an item when using API call. // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. @@ -11597,7 +11785,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = 0; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); return; } @@ -11616,7 +11804,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); } } @@ -11737,10 +11925,10 @@ static void ImGui::NavUpdate() g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); - const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); - const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); - const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -11754,13 +11942,22 @@ static void ImGui::NavUpdate() if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) @@ -12084,6 +12281,8 @@ void ImGui::NavMoveRequestApplyResult() g.NavWindow = result->Window; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; } + + // FIXME: Could become optional e.g. ImGuiNavMoveFlags_NoClearActiveId if we later want to apply navigation requests without altering active input. if (g.ActiveId != result->ID) ClearActiveID(); @@ -12152,15 +12351,14 @@ static void ImGui::NavUpdateCancelRequest() NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) { // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); NavRestoreHighlightAfterMove(); } else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) @@ -12455,28 +12653,33 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None)) + { + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). // We cancel toggling nav layer if an owner has claimed the key. - if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) g.NavWindowingToggleLayer = false; - // Apply layer toggle on release + // Apply layer toggle on Alt release // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; - if (!IsKeyDown(ImGuiMod_Alt)) + if (!IsKeyDown(g.NavWindowingToggleKey)) g.NavWindowingToggleLayer = false; } @@ -13789,7 +13992,7 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- -// - RenderViewportThumbnail() [Internal] +// - DebugRenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] // - DebugTextEncoding() // - MetricsHelpMarker() [Internal] @@ -13828,7 +14031,7 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); - title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); @@ -13838,6 +14041,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); } static void RenderViewportsThumbnails() @@ -13845,13 +14050,12 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; - ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - bb_full.Add(viewport->GetMainRect()); + ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + + // Draw viewports for (ImGuiViewportP* viewport : g.Viewports) { ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); @@ -14094,7 +14298,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) DebugStartItemPicker(); - Checkbox("Show \"Debug Break\" buttons in other sections", &g.IO.ConfigDebugIsDebuggerPresent); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); SeparatorText("Visualize"); @@ -14230,9 +14434,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { - Indent(GetTreeNodeToLabelSpacing()); - RenderViewportsThumbnails(); - Unindent(GetTreeNodeToLabelSpacing()); + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + for (ImGuiViewportP* viewport : g.Viewports) DebugNodeViewport(viewport); TreePop(); @@ -14358,6 +14567,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) { ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } Text("Recent frames with allocations:"); int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); for (int n = buf_size - 1; n >= 0; n--) @@ -14445,10 +14655,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) { - char key_chord_name[64]; ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; ImGuiKeyChord key_chord = key | routing_data->Mods; - Text("%s: 0x%08X", GetKeyChordName(key_chord, key_chord_name, IM_ARRAYSIZE(key_chord_name)), routing_data->RoutingCurr); + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); DebugLocateItemOnHover(routing_data->RoutingCurr); if (g.IO.ConfigDebugIsDebuggerPresent) { @@ -14500,6 +14709,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); @@ -14638,10 +14855,12 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) { + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); if (sizeof(tex_id) >= sizeof(void*)) - ImFormatString(buf, buf_size, "0x%p", (void*)*(intptr_t*)(void*)&tex_id); + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); else - ImFormatString(buf, buf_size, "0x%04X", *(int*)(void*)&tex_id); + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); } // [DEBUG] Display contents of ImDrawList @@ -14790,7 +15009,7 @@ void ImGui::DebugNodeFont(ImFont* font) SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); SameLine(); MetricsHelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Note that the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" @@ -14924,8 +15143,12 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { + ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - if (TreeNode("viewport0", "Viewport #%d", 0)) + bool open = TreeNode("viewport0", "Viewport #%d", 0); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) { ImGuiWindowFlags flags = viewport->Flags; BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", @@ -14989,9 +15212,10 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } - if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (ImGuiOldColumns& columns : window->ColumnsStorage) @@ -15104,7 +15328,10 @@ void ImGui::ShowDebugLogWindow(bool* p_open) return; } - CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); @@ -15112,6 +15339,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) { @@ -15203,6 +15431,7 @@ void ImGui::DebugLocateItem(ImGuiID target_id) g.DebugBreakInLocateId = false; } +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. void ImGui::DebugLocateItemOnHover(ImGuiID target_id) { if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -15239,6 +15468,12 @@ void ImGui::DebugLocateItemResolveWithLastItem() draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); } +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. void ImGui::UpdateDebugToolItemPicker() { @@ -15407,7 +15642,7 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); - if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal)) { tool->CopyToClipboardLastTime = (float)g.Time; char* p = g.TempBuffer.Data; @@ -15474,10 +15709,8 @@ void ImGui::DebugLog(const char*, ...) {} void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} -void ImGui::UpdateDebugToolItemPicker() {} -void ImGui::UpdateDebugToolStackQueries() {} -void ImGui::UpdateDebugToolFlashStyleColor() {} #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS @@ -15491,4 +15724,4 @@ void ImGui::UpdateDebugToolFlashStyleColor() {} //----------------------------------------------------------------------------- -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui.h b/platforms/desktop-shared/imgui/imgui.h index 35cc7a1..386fb58 100644 --- a/platforms/desktop-shared/imgui/imgui.h +++ b/platforms/desktop-shared/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (headers) // Help: @@ -23,8 +23,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90.1" -#define IMGUI_VERSION_NUM 19010 +#define IMGUI_VERSION "1.90.4" +#define IMGUI_VERSION_NUM 19040 #define IMGUI_HAS_TABLE /* @@ -89,6 +89,8 @@ Index of this file: #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) @@ -342,7 +344,7 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. - // Consider updating your old call sites: + // Consider updating your old code: // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): @@ -443,7 +445,7 @@ namespace ImGui IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. // Layout cursor positioning @@ -965,6 +967,7 @@ namespace ImGui // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger IMGUI_API void DebugTextEncoding(const char* text); IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators @@ -1025,7 +1028,7 @@ enum ImGuiWindowFlags_ }; // Flags for ImGui::BeginChild() -// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. // About using AutoResizeX/AutoResizeY flags: // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. @@ -1036,7 +1039,7 @@ enum ImGuiWindowFlags_ enum ImGuiChildFlags_ { ImGuiChildFlags_None = 0, - ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason) + ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " @@ -1105,8 +1108,8 @@ enum ImGuiTreeNodeFlags_ }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat -// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter @@ -1120,10 +1123,12 @@ enum ImGuiPopupFlags_ ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) ImGuiPopupFlags_MouseButtonMask_ = 0x1F, ImGuiPopupFlags_MouseButtonDefault_ = 1, - ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; @@ -2187,11 +2192,7 @@ struct ImGuiIO int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. -#endif -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. -#else - void* _UnusedPadding; + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #endif //------------------------------------------------------------------ @@ -2765,7 +2766,8 @@ struct ImDrawList IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } @@ -3123,6 +3125,7 @@ enum ImGuiViewportFlags_ // - Windows are generally trying to stay within the Work Area of their host viewport. struct ImGuiViewport { + ImGuiID ID; // Unique identifier for the viewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. @@ -3302,4 +3305,4 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl #endif #endif -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_demo.cpp b/platforms/desktop-shared/imgui/imgui_demo.cpp index f98ff5c..707c14d 100644 --- a/platforms/desktop-shared/imgui/imgui_demo.cpp +++ b/platforms/desktop-shared/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (demo code) // Help: @@ -401,6 +401,12 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools); ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); + bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); + ImGui::Separator(); ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); ImGui::EndMenu(); } @@ -5307,23 +5313,26 @@ static void ShowDemoWindowTables() const int rows_count = 12; static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage static int frozen_cols = 1; static int frozen_rows = 2; ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) { ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); for (int n = 1; n < columns_count; n++) - ImGui::TableSetupColumn(column_names[n], ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn(column_names[n], column_flags); ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. @@ -6997,19 +7006,19 @@ struct ExampleAppConsole { ClearLog(); for (int i = 0; i < History.Size; i++) - free(History[i]); + ImGui::MemFree(History[i]); } // Portable helpers static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } - static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() { for (int i = 0; i < Items.Size; i++) - free(Items[i]); + ImGui::MemFree(Items[i]); Items.clear(); } @@ -7175,7 +7184,7 @@ struct ExampleAppConsole for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { - free(History[i]); + ImGui::MemFree(History[i]); History.erase(History.begin() + i); break; } @@ -8027,6 +8036,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + float x = p.x + 4.0f; float y = p.y + 4.0f; for (int n = 0; n < 2; n++) @@ -8045,17 +8057,23 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + // Quadratic Bezier Curve (3 control points) - ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; // Cubic Bezier Curve (4 control points) - ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); x = p.x + 4; y += sz + spacing; } + + // Filled shapes draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, sz * 0.3f, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse @@ -8067,9 +8085,27 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points): this is concave so not drawing it yet + //draw_list->PathLineTo(ImVec2(x + cp4[0].x, y + cp4[0].y)); + //draw_list->PathBezierCubicCurveTo(ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), curve_segments); + //draw_list->PathFillConvex(col); + //x += sz + spacing; + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 11.2f, (sz + spacing) * 3.0f)); + ImGui::Dummy(ImVec2((sz + spacing) * 12.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } @@ -8519,4 +8555,4 @@ void ImGui::ShowStyleEditor(ImGuiStyle*) {} #endif -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_draw.cpp b/platforms/desktop-shared/imgui/imgui_draw.cpp index ff6cf81..1319a6e 100644 --- a/platforms/desktop-shared/imgui/imgui_draw.cpp +++ b/platforms/desktop-shared/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (drawing and font code) /* @@ -641,7 +641,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } -// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) { IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); @@ -3997,8 +3997,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR } if (p1.x > rect.Min.x + rounding) { @@ -4017,8 +4017,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR } } draw_list->PathFillConvex(col); @@ -4305,4 +4305,4 @@ static const char* GetDefaultCompressedFontDataTTFBase85() return proggy_clean_ttf_compressed_data_base85; } -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_impl_opengl2.cpp b/platforms/desktop-shared/imgui/imgui_impl_opengl2.cpp index cb2d04e..17935b1 100644 --- a/platforms/desktop-shared/imgui/imgui_impl_opengl2.cpp +++ b/platforms/desktop-shared/imgui/imgui_impl_opengl2.cpp @@ -23,7 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. @@ -299,4 +299,4 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects() #pragma clang diagnostic pop #endif -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_impl_opengl2.h b/platforms/desktop-shared/imgui/imgui_impl_opengl2.h index 7ce21ac..9c756c7 100644 --- a/platforms/desktop-shared/imgui/imgui_impl_opengl2.h +++ b/platforms/desktop-shared/imgui/imgui_impl_opengl2.h @@ -35,4 +35,4 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_impl_sdl2.cpp b/platforms/desktop-shared/imgui/imgui_impl_sdl2.cpp index 3ffee07..7abeb0e 100644 --- a/platforms/desktop-shared/imgui/imgui_impl_sdl2.cpp +++ b/platforms/desktop-shared/imgui/imgui_impl_sdl2.cpp @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) @@ -103,16 +104,23 @@ // SDL Data struct ImGui_ImplSDL2_Data { - SDL_Window* Window; - SDL_Renderer* Renderer; - Uint64 Time; - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* LastMouseCursor; - int PendingMouseLeaveFrame; - char* ClipboardTextData; - bool MouseCanUseGlobalState; + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MouseLastLeaveFrame; + bool MouseCanUseGlobalState; + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -368,16 +376,22 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) if (window_event == SDL_WINDOWEVENT_ENTER) { bd->MouseWindowID = event->window.windowID; - bd->PendingMouseLeaveFrame = 0; + bd->MouseLastLeaveFrame = 0; } if (window_event == SDL_WINDOWEVENT_LEAVE) - bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) io.AddFocusEvent(false); return true; } + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } } return false; } @@ -414,6 +428,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) io.ClipboardUserData = nullptr; io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); @@ -501,6 +519,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) return ImGui_ImplSDL2_Init(window, nullptr); } +static void ImGui_ImplSDL2_CloseGamepads(); + void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -511,7 +531,7 @@ void ImGui_ImplSDL2_Shutdown() SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); - bd->LastMouseCursor = nullptr; + ImGui_ImplSDL2_CloseGamepads(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; @@ -567,59 +587,118 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() { // Show OS mouse cursor SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != expected_cursor) + if (bd->MouseLastCursor != expected_cursor) { SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->LastMouseCursor = expected_cursor; + bd->MouseLastCursor = expected_cursor; } SDL_ShowCursor(SDL_TRUE); } } +static void ImGui_ImplSDL2_CloseGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + for (SDL_GameController* gamepad : bd->Gamepads) + SDL_GameControllerClose(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_CloseGamepads(); + if (mode == ImGui_ImplSDL2_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) +{ + bool merged_value = false; + for (SDL_GameController* gamepad : bd->Gamepads) + merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_GameController* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + static void ImGui_ImplSDL2_UpdateGamepads() { + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; - // Get gamepad + // Update list of controller(s) to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + { + ImGui_ImplSDL2_CloseGamepads(); + int joystick_count = SDL_NumJoysticks(); + for (int n = 0; n < joystick_count; n++) + if (SDL_IsGameController(n)) + if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - SDL_GameController* game_controller = SDL_GameControllerOpen(0); - if (!game_controller) + if (bd->Gamepads.Size == 0) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs - #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) - #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } - #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); - MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); - MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); - MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); - MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); - MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); - MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); - MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); - #undef MAP_BUTTON - #undef MAP_ANALOG + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); } void ImGui_ImplSDL2_NewFrame() @@ -651,10 +730,10 @@ void ImGui_ImplSDL2_NewFrame() io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; - if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; - bd->PendingMouseLeaveFrame = 0; + bd->MouseLastLeaveFrame = 0; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } @@ -671,4 +750,4 @@ void ImGui_ImplSDL2_NewFrame() #pragma clang diagnostic pop #endif -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_impl_sdl2.h b/platforms/desktop-shared/imgui/imgui_impl_sdl2.h index 8288148..7020a29 100644 --- a/platforms/desktop-shared/imgui/imgui_impl_sdl2.h +++ b/platforms/desktop-shared/imgui/imgui_impl_sdl2.h @@ -24,6 +24,7 @@ struct SDL_Window; struct SDL_Renderer; +struct _SDL_GameController; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); @@ -36,8 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter -#endif +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_internal.h b/platforms/desktop-shared/imgui/imgui_internal.h index 89d5cb5..4ac8b1c 100644 --- a/platforms/desktop-shared/imgui/imgui_internal.h +++ b/platforms/desktop-shared/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -15,6 +15,8 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Data types support +// [SECTION] Popup support // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support @@ -234,6 +236,7 @@ namespace ImStb #define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -297,11 +300,11 @@ namespace ImStb #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) -#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") #elif defined(__GNUC__) && defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) -#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif @@ -689,9 +692,6 @@ struct ImPool int GetBufSize() const { return Buf.Size; } int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -#endif }; // Helper: ImChunkStream<> @@ -985,43 +985,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip, -}; - -struct ImGuiDataVarInfo -{ - ImGuiDataType Type; - ImU32 Count; // 1+ - ImU32 Offset; // Offset in parent structure - void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } -}; - -struct ImGuiDataTypeTempStorage -{ - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT -}; - -// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). -struct ImGuiDataTypeInfo -{ - size_t Size; // Size in bytes - const char* Name; // Short descriptive name for the type, for debugging - const char* PrintFmt; // Default printf format for the type - const char* ScanFmt; // Default scanf format for the type -}; - -// Extend ImGuiDataType_ -enum ImGuiDataTypePrivate_ -{ - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, - ImGuiDataType_ID, -}; - // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -1106,7 +1069,7 @@ struct IMGUI_API ImGuiInputTextState int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset @@ -1116,6 +1079,9 @@ struct IMGUI_API ImGuiInputTextState bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet. + int ReloadSelectionEnd; ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } @@ -1133,21 +1099,16 @@ struct IMGUI_API ImGuiInputTextState int GetSelectionStart() const { return Stb.select_start; } int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } -}; -// Storage for current popup stack -struct ImGuiPopupData -{ - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close - int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } + void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; } + void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } - ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ @@ -1194,9 +1155,10 @@ typedef ImS64 ImGuiSelectionUserData; enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, }; struct ImGuiNextItemData @@ -1204,10 +1166,11 @@ struct ImGuiNextItemData ImGuiNextItemDataFlags Flags; ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() - float Width; // Set by SetNextItemWidth() ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) - ImGuiCond OpenCond; + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() bool OpenVal; // Set by SetNextItemOpen() + ImGuiCond OpenCond : 8; ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! @@ -1279,6 +1242,66 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- @@ -1369,11 +1392,12 @@ struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingCurrScore; // [DEBUG] For debug display ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1401,17 +1425,19 @@ struct ImGuiKeyOwnerData }; // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) enum ImGuiInputFlags_ { // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Repeat mode + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster - // Specify when repeating key pressed can be interrupted. + // Repeat mode: Specify when repeating key pressed can be interrupted. // In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) @@ -1422,38 +1448,46 @@ enum ImGuiInputFlags_ ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both) ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both) ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, - ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // Flags for SetKeyOwner(), SetItemKeyOwner() - ImGuiInputFlags_LockThisFrame = 1 << 10, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - ImGuiInputFlags_LockUntilRelease = 1 << 11, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + // Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. // Routing policies for Shortcut() + low-level SetShortcutRouting() // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. - // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 does it calls before Parent results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'. + // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), // allowing the system to decide where to route the input among other route-aware calls. - // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll - // will register a route and only succeed when parent window is in the focus stack and if no-one - // with a higher priority is claiming the shortcut. - // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)). + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register + // a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority + // is claiming the same shortcut. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute(). // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this). + ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this) ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly. + // Routing polices: extra options ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. - ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, // [Internal] Mask of which function support which flags ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; @@ -1499,6 +1533,7 @@ enum ImGuiActivateFlags_ ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. }; // Early work-in-progress API for ScrollToItem() @@ -1519,8 +1554,7 @@ enum ImGuiScrollFlags_ enum ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3, }; @@ -1569,6 +1603,12 @@ struct ImGuiNavItemData void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } }; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + //----------------------------------------------------------------------------- // [SECTION] Typing-select support //----------------------------------------------------------------------------- @@ -1788,8 +1828,9 @@ enum ImGuiDebugLogFlags_ ImGuiDebugLogFlags_EventClipper = 1 << 4, ImGuiDebugLogFlags_EventSelection = 1 << 5, ImGuiDebugLogFlags_EventIO = 1 << 6, + ImGuiDebugLogFlags_EventInputRouting = 1 << 7, - ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting, ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine }; @@ -1824,6 +1865,8 @@ struct ImGuiMetricsConfig bool ShowAtlasTintedWithTextColor = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; }; struct ImGuiStackLevelInfo @@ -1937,10 +1980,11 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad - int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -1955,6 +1999,7 @@ struct ImGuiContext double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImGuiKeyRoutingTable KeysRoutingTable; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) @@ -1965,8 +2010,8 @@ struct ImGuiContext #endif // Next window/item data - ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) @@ -1974,18 +2019,16 @@ struct ImGuiContext bool DebugShowGroupRects; // Shared stacks - ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() - ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. - - int BeginMenuCount; + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. // Viewports ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. @@ -1993,11 +2036,14 @@ struct ImGuiContext // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiActivateFlags NavActivateFlags; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiKeyChord NavJustMovedToKeyMods; @@ -2044,6 +2090,7 @@ struct ImGuiContext float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; ImVec2 NavWindowingAccumDeltaPos; ImVec2 NavWindowingAccumDeltaSize; @@ -2107,6 +2154,8 @@ struct ImGuiContext ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + int BeginMenuDepth; + int BeginComboDepth; ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for @@ -2163,6 +2212,7 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; ImGuiTextIndex DebugLogIndex; @@ -2190,6 +2240,7 @@ struct ImGuiContext int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; ImGuiContext(ImFontAtlas* shared_font_atlas) { @@ -2235,6 +2286,7 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -2257,12 +2309,13 @@ struct ImGuiContext CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; DebugShowGroupRects = false; - BeginMenuCount = 0; NavWindow = NULL; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; NavJustMovedToKeyMods = ImGuiMod_None; NavInputSource = ImGuiInputSource_Keyboard; NavLayer = ImGuiNavLayer_Main; @@ -2290,6 +2343,7 @@ struct ImGuiContext NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; DimBgRatio = 0.0f; @@ -2318,6 +2372,7 @@ struct ImGuiContext MouseStationaryTimer = 0.0f; TempInputId = 0; + BeginMenuDepth = BeginComboDepth = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditCurrentID = ColorEditSavedID = 0; ColorEditSavedHue = ColorEditSavedSat = 0.0f; @@ -2376,6 +2431,7 @@ struct ImGuiContext FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); } }; @@ -2425,6 +2481,7 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -2528,6 +2585,7 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) @@ -2859,7 +2917,7 @@ struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used - float AngledheadersExtraWidth; // Used in EndTable() + float AngledHeadersExtraWidth; // Used in EndTable() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; @@ -2941,6 +2999,7 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } @@ -3094,11 +3153,13 @@ namespace ImGui IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); IMGUI_API void NavRestoreHighlightAfterMove(); IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); // Focus/Activation // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are @@ -3115,7 +3176,8 @@ namespace ImGui inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } - inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } + inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -3129,7 +3191,7 @@ namespace ImGui IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } - IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); @@ -3186,8 +3248,9 @@ namespace ImGui // - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect. // - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects. IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord); IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); - IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0 IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); @@ -3238,7 +3301,7 @@ namespace ImGui IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); - IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f); + IMGUI_API void TableAngledHeadersRowEx(float angle, float max_label_width = 0.0f); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } @@ -3316,7 +3379,7 @@ namespace ImGui IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); - IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); @@ -3421,7 +3484,6 @@ namespace ImGui IMGUI_API void DebugBreakClearData(); IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); - inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); @@ -3448,13 +3510,12 @@ namespace ImGui inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 - // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' - // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! @@ -3518,4 +3579,4 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI #pragma warning (pop) #endif -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_tables.cpp b/platforms/desktop-shared/imgui/imgui_tables.cpp index 7dd3591..260df1a 100644 --- a/platforms/desktop-shared/imgui/imgui_tables.cpp +++ b/platforms/desktop-shared/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (tables and columns code) /* @@ -498,7 +498,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->DeclColumnsCount = table->AngledHeadersCount = 0; if (previous_frame_active + 1 < g.FrameCount) table->IsActiveIdInTable = false; - temp_data->AngledheadersExtraWidth = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); @@ -1344,7 +1344,7 @@ void ImGui::EndTable() max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth; + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; } // Pop clipping rect @@ -1462,7 +1462,7 @@ void ImGui::EndTable() } else if (temp_data->UserOuterSize.x <= 0.0f) { - const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } @@ -1567,6 +1567,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo } // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height column->NameOffset = -1; if (label != NULL && label[0] != 0) { @@ -2154,6 +2155,8 @@ void ImGui::TableEndCell(ImGuiTable* table) // - TableSetColumnWidthAutoAll() [Internal] // - TableUpdateColumnsWeightFromWidth() [Internal] //------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) @@ -2927,6 +2930,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] // - TableHeadersRow() // - TableHeader() // - TableAngledHeadersRow() @@ -2958,7 +2962,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth() if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); - return width + g.Style.CellPadding.x * 2.0f; + return width + g.Style.CellPadding.y * 2.0f; // Swap padding } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). @@ -3082,7 +3086,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3180,25 +3184,25 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. - const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize; + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y); - const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); table->AngledHeadersHeight = row_height; table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right // Declare row, override and draw our own background TableNextRow(ImGuiTableRowFlags_Headers, row_height); TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); float clip_rect_min_x = table->BgClipRect.Min.x; if (table->FreezeColumnsCount > 0) clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns - draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns - const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height); const ImGuiID row_id = GetID("##AngledHeaders"); ButtonBehavior(row_r, row_id, NULL, NULL); KeepAliveID(row_id); @@ -3209,7 +3213,9 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) highlight_column_n = table->HoveredColumnBody; + // Draw background and labels in first pass, then all borders. float max_x = 0.0f; + ImVec2 padding = g.Style.CellPadding; // We will always use swapped component for (int pass = 0; pass < 2; pass++) for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { @@ -3231,25 +3237,45 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); if (column_n == highlight_column_n) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover - //draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f); max_x = ImMax(max_x, bg_shape[3].x); - // Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset) - // FIXME: May be worth tidying up all those operations to make them easier to understand. + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. const char* label_name = TableGetColumnName(table, column_n); - const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY); - ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY)); - ImVec2 label_size = CalcTextSize(label_name, NULL, true); - ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY); - int vtx_idx_begin = draw_list->_VtxCurrentIdx; - RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size); - //if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); } - int vtx_idx_end = draw_list->_VtxCurrentIdx; - - // Rotate and offset label - ImVec2 pivot_in = label_r.GetBL(); - ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f)); - ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = g.FontSize / -sin_a; + float line_off_curr_x = 0.0f; + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x); + label_name = label_name_eol + 1; + } } if (pass == 1) { @@ -3259,7 +3285,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) } PopClipRect(); PopClipRect(); - table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); } //------------------------------------------------------------------------- @@ -4350,4 +4376,4 @@ void ImGui::Columns(int columns_count, const char* id, bool border) //------------------------------------------------------------------------- -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imgui_widgets.cpp b/platforms/desktop-shared/imgui/imgui_widgets.cpp index 9ccda27..734950d 100644 --- a/platforms/desktop-shared/imgui/imgui_widgets.cpp +++ b/platforms/desktop-shared/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.4 // (widgets code) /* @@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- +// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -597,9 +600,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.NavDisableHighlight = true; } - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + // Gamepad/Keyboard handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover) if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; if (g.NavActivateDownId == id) @@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool pressed = true; SetActiveID(id, window); g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; } } @@ -666,13 +671,19 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { // When activated using Nav, we hold on the ActiveID until activation button is released - if (g.NavActivateDownId != id) + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = true; } + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + if (out_hovered) *out_hovered = hovered; if (out_held) *out_held = held; @@ -966,7 +977,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); bool seek_absolute = false; if (g.ActiveIdIsJustActivated) @@ -1774,7 +1784,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // This is essentially a specialized version of BeginPopupEx() char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth // Set position given a custom constraint (peak into expected window size so we can position it) // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? @@ -1801,12 +1811,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } + g.BeginComboDepth++; return true; } void ImGui::EndCombo() { + ImGuiContext& g = *GImGui; EndPopup(); + g.BeginComboDepth--; } // Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements @@ -1982,7 +1995,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void* // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() -// - DataTypeApplyOpFromText() +// - DataTypeApplyFromText() // - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision @@ -4175,27 +4188,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf); const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); const bool init_state = (init_make_active || user_scroll_active); - if ((init_state && g.ActiveId != id) || init_changed_specs) + if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf) { // Access state even if we don't own it yet. state = &g.InputTextState; state->CursorAnimReset(); + state->ReloadUserBuf = false; // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) InputTextDeactivateHook(state->ID); - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); + if (!init_reload_from_user_buf) + { + // Take a copy of the initial buffer value. + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + } // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? - bool recycle_state = (state->ID == id && !init_changed_specs); + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf); if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; @@ -4220,7 +4238,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ stb_textedit_initialize_state(&state->Stb, !is_multiline); } - if (!is_multiline) + if (init_reload_from_user_buf) + { + state->Stb.select_start = state->ReloadSelectionStart; + state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if (!is_multiline) { if (flags & ImGuiInputTextFlags_AutoSelectAll) select_all = true; @@ -4250,6 +4274,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_Enter, id); + SetKeyOwner(ImGuiKey_KeypadEnter, id); SetKeyOwner(ImGuiKey_Home, id); SetKeyOwner(ImGuiKey_End, id); if (is_multiline) @@ -4259,8 +4285,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - SetShortcutRouting(ImGuiKey_Tab, id); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -4389,11 +4413,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) // (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) - if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat)) + { + } + */ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) @@ -6308,7 +6341,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; if (display_frame) { // Framed type @@ -6611,7 +6644,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } if (g.NavId == id) - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns) { @@ -7491,6 +7524,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) PopItemFlag(); bool want_open = false; + bool want_open_nav_init = false; bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { @@ -7533,8 +7567,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) want_open = true; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { - want_open = true; + want_open = want_open_nav_init = true; NavMoveRequestCancel(); + NavRestoreHighlightAfterMove(); } } else @@ -7566,13 +7601,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. OpenPopup(label); } else if (want_open) { menu_is_open = true; - OpenPopup(label); + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); } if (menu_is_open) @@ -7584,6 +7619,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) PopStyleVar(); if (menu_is_open) { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) g.LastItemData = last_item_in_parent; @@ -8921,4 +8964,4 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } -#endif // #ifndef IMGUI_DISABLE \ No newline at end of file +#endif // #ifndef IMGUI_DISABLE diff --git a/platforms/desktop-shared/imgui/imstb_rectpack.h b/platforms/desktop-shared/imgui/imstb_rectpack.h index fd67645..f6917e7 100644 --- a/platforms/desktop-shared/imgui/imstb_rectpack.h +++ b/platforms/desktop-shared/imgui/imstb_rectpack.h @@ -624,4 +624,4 @@ AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ -*/ \ No newline at end of file +*/ diff --git a/platforms/desktop-shared/imgui/imstb_textedit.h b/platforms/desktop-shared/imgui/imstb_textedit.h index 1655850..c30f1a1 100644 --- a/platforms/desktop-shared/imgui/imstb_textedit.h +++ b/platforms/desktop-shared/imgui/imstb_textedit.h @@ -1438,4 +1438,4 @@ AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ -*/ \ No newline at end of file +*/ diff --git a/platforms/desktop-shared/imgui/imstb_truetype.h b/platforms/desktop-shared/imgui/imstb_truetype.h index 9e00345..35c827e 100644 --- a/platforms/desktop-shared/imgui/imstb_truetype.h +++ b/platforms/desktop-shared/imgui/imstb_truetype.h @@ -5082,4 +5082,4 @@ AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ -*/ \ No newline at end of file +*/