mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 06:46:36 +00:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
commit
33cdbe97b8
@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
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// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
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// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
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// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
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@ -31,12 +32,15 @@
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-07-07: Initial version.
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@class ImFocusObserver;
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// Data
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static CFAbsoluteTime g_Time = 0.0;
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static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_MouseCursorHidden = false;
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static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
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static ImFocusObserver* g_FocusObserver = NULL;
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// Undocumented methods for creating cursors.
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@interface NSCursor()
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@ -46,6 +50,31 @@ static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
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+ (id)_windowResizeEastWestCursor;
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@end
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static void resetKeys()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.KeysDown, 0, sizeof(io.KeysDown));
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io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
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}
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@interface ImFocusObserver : NSObject
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
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@end
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@implementation ImFocusObserver
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
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{
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// Unfocused applications do not receive input events, therefore we must manually
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// release any pressed keys when application loses focus, otherwise they would remain
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// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
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resetKeys();
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}
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@end
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// Functions
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bool ImGui_ImplOSX_Init()
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{
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@ -124,11 +153,18 @@ bool ImGui_ImplOSX_Init()
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return s_clipboard.Data;
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};
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g_FocusObserver = [[ImFocusObserver alloc] init];
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[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
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selector:@selector(onApplicationBecomeInactive:)
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name:NSApplicationDidResignActiveNotification
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object:nil];
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return true;
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}
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void ImGui_ImplOSX_Shutdown()
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{
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g_FocusObserver = NULL;
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}
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static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
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@ -201,13 +237,6 @@ static int mapCharacterToKey(int c)
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return -1;
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}
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static void resetKeys()
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{
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ImGuiIO& io = ImGui::GetIO();
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for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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io.KeysDown[n] = false;
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}
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bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -112,6 +112,7 @@ Other Changes:
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- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
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- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
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- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
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- Tables: Better preserve widths when columns count changes. (#4046)
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- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
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frame and then immediately standling still (would only affect automation/bots). [@rokups]
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- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
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@ -122,12 +123,16 @@ Other Changes:
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- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
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- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
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- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
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- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
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Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
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par with original version. Now incorporating the correct revert.
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- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
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- Demo: Improved popups demo and comments.
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- Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly,
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effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
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- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
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[@1025798851]
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- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
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- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
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workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
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- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
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50
imgui.cpp
50
imgui.cpp
@ -4169,7 +4169,7 @@ void ImGui::NewFrame()
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UpdateTabFocus();
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// Mark all windows as not visible and compact unused memory.
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IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
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const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
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for (int i = 0; i != g.Windows.Size; i++)
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{
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@ -5419,7 +5419,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
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window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
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}
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g.WindowsFocusOrder.push_back(window);
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if (!(flags & ImGuiWindowFlags_ChildWindow))
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{
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g.WindowsFocusOrder.push_back(window);
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window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
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}
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if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
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g.Windows.push_front(window); // Quite slow but rare and only once
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else
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@ -6948,15 +6953,22 @@ void ImGui::End()
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void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(window == window->RootWindow);
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const int cur_order = window->FocusOrder;
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IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
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if (g.WindowsFocusOrder.back() == window)
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return;
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for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
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if (g.WindowsFocusOrder[i] == window)
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{
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memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
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g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
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break;
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}
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const int new_order = g.WindowsFocusOrder.Size - 1;
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for (int n = cur_order; n < new_order; n++)
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{
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g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
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g.WindowsFocusOrder[n]->FocusOrder--;
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IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
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}
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g.WindowsFocusOrder[new_order] = window;
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window->FocusOrder = (short)new_order;
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}
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void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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@ -7044,18 +7056,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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{
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ImGuiContext& g = *GImGui;
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int start_idx = g.WindowsFocusOrder.Size - 1;
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if (under_this_window != NULL)
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{
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int under_this_window_idx = FindWindowFocusIndex(under_this_window);
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if (under_this_window_idx != -1)
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start_idx = under_this_window_idx - 1;
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}
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const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1;
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for (int i = start_idx; i >= 0; i--)
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{
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// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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if (window != ignore_window && window->WasActive && window->RootWindow == window)
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IM_ASSERT(window == window->RootWindow);
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if (window != ignore_window && window->WasActive)
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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// FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
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@ -10164,13 +10171,12 @@ static void ImGui::NavEndFrame()
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}
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}
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
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if (g.WindowsFocusOrder[i] == window)
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return i;
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return -1;
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int order = window->FocusOrder;
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IM_ASSERT(g.WindowsFocusOrder[order] == window);
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return order;
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}
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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2
imgui.h
2
imgui.h
@ -62,7 +62,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.83 WIP"
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#define IMGUI_VERSION_NUM 18203
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#define IMGUI_VERSION_NUM 18204
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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@ -695,7 +695,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
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#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0)
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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@ -1491,7 +1491,7 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here!)
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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@ -1983,8 +1983,9 @@ struct IMGUI_API ImGuiWindow
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
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short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
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short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
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short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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ImS8 AutoFitFramesX, AutoFitFramesY;
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ImS8 AutoFitChildAxises;
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@ -465,10 +465,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->MemoryCompacted = false;
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// Setup memory buffer (clear data if columns count changed)
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const int stored_size = table->Columns.size();
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if (stored_size != 0 && stored_size != columns_count)
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ImGuiTableColumn* old_columns_to_preserve = NULL;
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void* old_columns_raw_data = NULL;
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const int old_columns_count = table->Columns.size();
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if (old_columns_count != 0 && old_columns_count != columns_count)
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{
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IM_FREE(table->RawData);
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// Attempt to preserve width on column count change (#4046)
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old_columns_to_preserve = table->Columns.Data;
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old_columns_raw_data = table->RawData;
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table->RawData = NULL;
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}
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if (table->RawData == NULL)
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@ -491,14 +495,24 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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for (int n = 0; n < columns_count; n++)
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{
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ImGuiTableColumn* column = &table->Columns[n];
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float width_auto = column->WidthAuto;
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*column = ImGuiTableColumn();
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column->WidthAuto = width_auto;
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column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
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if (old_columns_to_preserve && n < old_columns_count)
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{
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// FIXME: We don't attempt to preserve column order in this path.
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*column = old_columns_to_preserve[n];
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}
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else
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{
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float width_auto = column->WidthAuto;
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*column = ImGuiTableColumn();
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column->WidthAuto = width_auto;
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column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
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column->IsEnabled = column->IsEnabledNextFrame = true;
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}
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column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
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column->IsEnabled = column->IsEnabledNextFrame = true;
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}
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}
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if (old_columns_raw_data)
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IM_FREE(old_columns_raw_data);
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// Load settings
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if (table->IsSettingsRequestLoad)
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@ -3345,6 +3359,9 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
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for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
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{
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// "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
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bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
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if (!save_column)
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continue;
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buf->appendf("Column %-2d", column_n);
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if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID);
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if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight);
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