Merge branch 'master' into docking

+ fix warning fix for mingw+dx9
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2021-04-30 22:48:16 +02:00
14 changed files with 302 additions and 187 deletions

View File

@ -54,7 +54,10 @@ Index of this file:
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#endif
// Clang/GCC warnings with -Weverything
@ -111,7 +114,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
@ -135,6 +138,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
@ -240,6 +244,13 @@ namespace ImStb
#define IMGUI_CDECL
#endif
// Warnings
#if defined(_MSC_VER) && !defined(__clang__)
#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))
#else
#define IM_MSVC_WARNING_SUPPRESS(XXXX)
#endif
// Debug Tools
// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
#ifndef IM_DEBUG_BREAK
@ -504,12 +515,12 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
}
// Helper: ImBitArray class (wrapper over ImBitArray functions)
// Store 1-bit per value. NOT CLEARED by constructor.
// Store 1-bit per value.
template<int BITCOUNT>
struct IMGUI_API ImBitArray
{
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { }
ImBitArray() { ClearAllBits(); }
void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
@ -709,32 +720,51 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_Default_ = 0
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
};
// Flags for ItemAdd()
// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop.
enum ImGuiItemAddFlags_
{
ImGuiItemAddFlags_None = 0,
ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear.
};
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid
ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code.
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing.
ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
ImGuiItemStatusFlags_Openable = 1 << 10, //
ImGuiItemStatusFlags_Opened = 1 << 11, //
ImGuiItemStatusFlags_Checkable = 1 << 12, //
ImGuiItemStatusFlags_Checked = 1 << 13 //
ImGuiItemStatusFlags_Openable = 1 << 20, //
ImGuiItemStatusFlags_Opened = 1 << 21, //
ImGuiItemStatusFlags_Checkable = 1 << 22, //
ImGuiItemStatusFlags_Checked = 1 << 23 //
#endif
};
// Extend ImGuiInputTextFlags_
enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
};
// Extend ImGuiButtonFlags_
enum ImGuiButtonFlagsPrivate_
{
@ -1025,18 +1055,18 @@ struct ImGuiPopupData
ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
};
struct ImGuiNavMoveResult
struct ImGuiNavItemData
{
ImGuiWindow* Window; // Best candidate window
ImGuiID ID; // Best candidate ID
ImGuiID FocusScopeId; // Best candidate focus scope ID
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
float DistAxial;
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiNavMoveResult() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
};
enum ImGuiNextWindowDataFlags_
@ -1507,6 +1537,7 @@ struct ImGuiContext
float WheelingWindowTimer;
// Item/widgets state and tracking information
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
bool HoveredIdAllowOverlap;
@ -1596,9 +1627,9 @@ struct ImGuiContext
ImGuiKeyModFlags NavMoveRequestKeyMods;
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
@ -1617,7 +1648,7 @@ struct ImGuiContext
int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
int TabFocusRequestNextCounterRegular; // Stored for next frame
int TabFocusRequestNextCounterTabStop; // "
bool TabFocusPressed; //
bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
// Render
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
@ -1749,6 +1780,7 @@ struct ImGuiContext
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
CurrentItemFlags = ImGuiItemFlags_None;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
@ -1909,8 +1941,8 @@ struct IMGUI_API ImGuiWindowTempData
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerActiveMask; // Which layers have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
@ -1932,7 +1964,6 @@ struct IMGUI_API ImGuiWindowTempData
// 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.
ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back()
float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
float TextWrapPos; // Current text wrap pos.
ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
@ -2501,7 +2532,7 @@ namespace ImGui
inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
inline ImGuiItemFlags GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
@ -2515,12 +2546,11 @@ namespace ImGui
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
@ -2530,6 +2560,15 @@ namespace ImGui
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// 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_Focusable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
// Logging/Capture
IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
@ -2559,7 +2598,7 @@ namespace ImGui
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus Scope (WIP)
// This is generally used to identify a selection set (multiple of which may be in the same window), as selection