Internals: Backport one ->WasActive test in NavRestoreLastChildNavWindow() from 9bf6509c6 + minor/shallow bits from docking branch.

This commit is contained in:
omar 2020-07-29 15:04:29 +02:00
parent c7f5876f8a
commit 218ff3a2a5
4 changed files with 35 additions and 20 deletions

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@ -2467,6 +2467,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
return "Unknown"; return "Unknown";
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS // [SECTION] RENDER HELPERS
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
@ -5590,6 +5591,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
// Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
// Collapse window by double-clicking on title bar // Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
@ -5912,8 +5917,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false; window->DC.MenuBarAppending = false;
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0; window->DC.TreeDepth = 0;
window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.TreeJumpToParentOnPopMask = 0x00;
@ -7624,7 +7627,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
//IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
if (g.OpenPopupStack.Size < current_stack_size + 1) if (g.OpenPopupStack.Size < current_stack_size + 1)
{ {
g.OpenPopupStack.push_back(popup_ref); g.OpenPopupStack.push_back(popup_ref);
@ -7685,7 +7688,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
} }
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
{ {
//IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
} }
} }
@ -7693,6 +7696,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
// Trim open popup stack // Trim open popup stack
@ -7737,7 +7741,7 @@ void ImGui::CloseCurrentPopup()
break; break;
popup_idx--; popup_idx--;
} }
//IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
ClosePopupToLevel(popup_idx, true); ClosePopupToLevel(popup_idx, true);
// A common pattern is to close a popup when selecting a menu item/selectable that will open another window. // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
@ -8322,18 +8326,20 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
// This way we could find the last focused window among our children. It would be much less confusing this way? // This way we could find the last focused window among our children. It would be much less confusing this way?
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
{ {
ImGuiWindow* parent_window = nav_window; ImGuiWindow* parent = nav_window;
while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
parent_window = parent_window->ParentWindow; parent = parent->ParentWindow;
if (parent_window && parent_window != nav_window) if (parent && parent != nav_window)
parent_window->NavLastChildNavWindow = nav_window; parent->NavLastChildNavWindow = nav_window;
} }
// Restore the last focused child. // Restore the last focused child.
// Call when we are expected to land on the Main Layer (0) after FocusWindow() // Call when we are expected to land on the Main Layer (0) after FocusWindow()
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{ {
return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
return window->NavLastChildNavWindow;
return window;
} }
static void NavRestoreLayer(ImGuiNavLayer layer) static void NavRestoreLayer(ImGuiNavLayer layer)
@ -9651,6 +9657,7 @@ void ImGui::LogButtons()
LogToClipboard(); LogToClipboard();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] SETTINGS // [SECTION] SETTINGS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -9905,9 +9912,9 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
int x, y; int x, y;
int i; int i;
if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) settings->Pos = ImVec2ih((short)x, (short)y); if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) settings->Size = ImVec2ih((short)x, (short)y); else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
} }
// Apply to existing windows (if any) // Apply to existing windows (if any)
@ -10514,7 +10521,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Details for Docking // Details for Docking
#ifdef IMGUI_HAS_DOCK #ifdef IMGUI_HAS_DOCK
if (ImGui::TreeNode("Docking")) if (ImGui::TreeNode("Dock nodes"))
{ {
ImGui::TreePop(); ImGui::TreePop();
} }
@ -10526,6 +10533,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::SmallButton("Clear")) if (ImGui::SmallButton("Clear"))
ImGui::ClearIniSettings(); ImGui::ClearIniSettings();
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::SmallButton("Save to memory"))
ImGui::SaveIniSettingsToMemory();
ImGui::SameLine();
if (ImGui::SmallButton("Save to disk")) if (ImGui::SmallButton("Save to disk"))
ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); ImGui::SaveIniSettingsToDisk(g.IO.IniFilename);
ImGui::SameLine(); ImGui::SameLine();
@ -10537,7 +10547,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
{ {
for (int n = 0; n < g.SettingsHandlers.Size; n++) for (int n = 0; n < g.SettingsHandlers.Size; n++)
ImGui::TextUnformatted(g.SettingsHandlers[n].TypeName); ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName);
ImGui::TreePop(); ImGui::TreePop();
} }
if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))

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@ -723,7 +723,7 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard // Inputs Utilities: Keyboard
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
@ -1434,7 +1434,7 @@ struct ImGuiStyle
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).

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@ -228,8 +228,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
// Examples Apps (accessible from the "Examples" menu) // Examples Apps (accessible from the "Examples" menu)
static bool show_app_documents = false;
static bool show_app_main_menu_bar = false; static bool show_app_main_menu_bar = false;
static bool show_app_documents = false;
static bool show_app_console = false; static bool show_app_console = false;
static bool show_app_log = false; static bool show_app_log = false;
static bool show_app_layout = false; static bool show_app_layout = false;
@ -241,8 +241,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool show_app_window_titles = false; static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false; static bool show_app_custom_rendering = false;
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log); if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout); if (show_app_layout) ShowExampleAppLayout(&show_app_layout);

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@ -163,6 +163,10 @@ namespace ImStb
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#endif #endif
// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
// Static Asserts // Static Asserts
#if (__cplusplus >= 201100) #if (__cplusplus >= 201100)
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")