Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.h
This commit is contained in:
omar
2018-03-20 22:14:34 +01:00
21 changed files with 193 additions and 123 deletions

View File

@ -224,7 +224,8 @@
- or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
@ -235,11 +236,11 @@
- Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag.
Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
(If you set the NavMoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
(If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
@ -251,6 +252,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
- 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
@ -857,9 +859,10 @@ ImGuiIO::ImGuiIO()
memset(this, 0, sizeof(*this));
// Settings
ConfigFlags = 0x00;
BackendFlags = 0x00;
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
ConfigFlags = 0x00;
IniSavingRate = 5.0f;
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
@ -2023,7 +2026,7 @@ static void SetNavID(ImGuiID id, int nav_layer)
g.NavWindow->NavLastIds[nav_layer] = id;
}
static void SetNavIDAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_rel)
static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
SetNavID(id, nav_layer);
@ -2327,7 +2330,7 @@ static void NavRestoreLayer(int layer)
if (layer == 0)
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
SetNavIDAndMoveMouse(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
else
ImGui::NavInitWindow(g.NavWindow, true);
}
@ -2975,13 +2978,13 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
g.IO.WantMoveMouse = false;
g.IO.WantSetMousePos = false;
#if 0
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
@ -3012,7 +3015,7 @@ static void ImGui::NavUpdate()
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow);
if (g.NavInitRequestFromMove)
SetNavIDAndMoveMouse(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
else
SetNavID(g.NavInitResultId, g.NavLayer);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
@ -3040,7 +3043,7 @@ static void ImGui::NavUpdate()
// Apply result from previous frame navigation directional move request
ClearActiveID();
g.NavWindow = result->Window;
SetNavIDAndMoveMouse(result->ID, g.NavLayer, result->RectRel);
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
g.NavJustMovedToId = result->ID;
g.NavMoveFromClampedRefRect = false;
}
@ -3058,10 +3061,10 @@ static void ImGui::NavUpdate()
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the nav widget position from last frame
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos();
g.IO.WantMoveMouse = true;
g.IO.WantSetMousePos = true;
}
g.NavMousePosDirty = false;
}
@ -3078,7 +3081,9 @@ static void ImGui::NavUpdate()
NavUpdateWindowing();
// Set output flags for user application
g.IO.NavActive = (g.IO.ConfigFlags & (ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_NavEnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus)
@ -3428,7 +3433,7 @@ static void ImGui::UpdateViewports()
// Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
ImGuiViewportP* viewport_hovered = NULL;
if (g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasMouseHoveredViewport)
if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
@ -3610,12 +3615,12 @@ void ImGui::NewFrame()
// Perform simple checks for multi-viewport and platform windows support
if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
{
if ((g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports) && (g.IO.ConfigFlags & ImGuiConfigFlags_RendererHasViewports))
if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
{
IM_ASSERT(g.FrameCount == 0 || g.FrameCountPlatformEnded == g.FrameCount && "Forgot to call UpdatePlatformWindows() at the end of the previous frame?");
IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL && "Platform init didn't setup main viewport.");
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL && "Platform init didn't setup main viewport.");
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
#endif
@ -6539,7 +6544,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
float sc = g.Style.MouseCursorScale;
ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
ImRect rect_to_avoid;
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse))
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
else
rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
@ -11841,7 +11846,7 @@ void ImGui::EndMenuBar()
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window);
SetNavIDAndMoveMouse(window->NavLastIds[1], 1, window->NavRectRel[1]);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
g.NavLayer = 1;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;