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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking (will need further for io.AddFocusEvent)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
This commit is contained in:
82
imgui.cpp
82
imgui.cpp
@ -1214,6 +1214,22 @@ void ImGuiIO::ClearInputCharacters()
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InputQueueCharacters.resize(0);
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}
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void ImGuiIO::AddFocusEvent(bool focused)
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{
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if (focused)
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return;
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// Clear buttons state when focus is lost
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// (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
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memset(KeysDown, 0, sizeof(KeysDown));
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for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++)
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KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f;
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KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
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KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
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for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
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NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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//-----------------------------------------------------------------------------
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@ -4717,6 +4733,7 @@ void ImGui::EndFrame()
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// Clear Input data for next frame
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g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
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g.IO.InputQueueCharacters.resize(0);
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g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
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memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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@ -9755,16 +9772,6 @@ static void ImGui::NavUpdate()
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io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
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if (io.KeyShift)
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io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
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// AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl)
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// But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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if (io.KeyAlt && !io.KeyCtrl)
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io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
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// We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370)
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if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0)
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g.NavWindowingToggleLayer = false;
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#undef NAV_MAP_KEY
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}
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memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
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@ -10257,6 +10264,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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static void ImGui::NavUpdateWindowing()
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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@ -10268,25 +10277,25 @@ static void ImGui::NavUpdateWindowing()
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// Fade out
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if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
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{
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
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if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
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g.NavWindowingTargetAnim = NULL;
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}
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
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}
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// Gamepad update
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g.NavWindowingTimer += g.IO.DeltaTime;
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g.NavWindowingTimer += io.DeltaTime;
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
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{
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// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
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@ -10318,31 +10327,49 @@ static void ImGui::NavUpdateWindowing()
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// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
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if (IsKeyPressedMap(ImGuiKey_Tab, true))
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NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
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if (!g.IO.KeyCtrl)
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NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
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if (!io.KeyCtrl)
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apply_focus_window = g.NavWindowingTarget;
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}
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// Keyboard: Press and Release ALT to toggle menu layer
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// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB
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if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - 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.
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if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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{
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g.NavWindowingToggleLayer = true;
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
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if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
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apply_toggle_layer = true;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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}
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if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
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{
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// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
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// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
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if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
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g.NavWindowingToggleLayer = false;
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// Apply layer toggle on release
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// Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
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// 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.
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if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
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if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
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if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
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apply_toggle_layer = true;
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if (!io.KeyAlt)
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g.NavWindowingToggleLayer = false;
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}
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
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const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
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ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
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SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
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MarkIniSettingsDirty(moving_window);
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@ -10579,7 +10606,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
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{
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ImGuiWindow* tooltip_window = g.CurrentWindow;
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tooltip_window->SkipItems = true;
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tooltip_window->Hidden = tooltip_window->SkipItems = true;
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tooltip_window->HiddenFramesCanSkipItems = 1;
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}
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}
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@ -16915,16 +16942,17 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
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void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
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{
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IM_ASSERT(show_mesh || show_aabb);
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
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// Draw wire-frame version of all triangles
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ImRect clip_rect = draw_cmd->ClipRect;
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ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
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ImDrawListFlags backup_flags = out_draw_list->Flags;
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out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
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for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )
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for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
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{
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
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ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
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ImVec2 triangle[3];
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for (int n = 0; n < 3; n++, idx_n++)
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vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
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