mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # imgui.cpp # imgui_internal.h
This commit is contained in:
181
imgui.cpp
181
imgui.cpp
@ -1,12 +1,19 @@
|
||||
// dear imgui, v1.75 WIP
|
||||
// (main code and documentation)
|
||||
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
// Releases change-log at https://github.com/ocornut/imgui/releases
|
||||
// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki
|
||||
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847
|
||||
// Help:
|
||||
// - Read FAQ at http://dearimgui.org/faq
|
||||
// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
|
||||
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
|
||||
|
||||
// Resources:
|
||||
// - FAQ http://dearimgui.org/faq
|
||||
// - Homepage & latest https://github.com/ocornut/imgui
|
||||
// - Releases & changelog https://github.com/ocornut/imgui/releases
|
||||
// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!)
|
||||
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||||
// - Wiki https://github.com/ocornut/imgui/wiki
|
||||
// - Issues & support https://github.com/ocornut/imgui/issues
|
||||
|
||||
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
|
||||
// See LICENSE.txt for copyright and licensing details (standard MIT License).
|
||||
@ -157,8 +164,9 @@ CODE
|
||||
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
|
||||
---------------------------------------------------------------
|
||||
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
|
||||
- In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder.
|
||||
- Add the Dear ImGui source files to your projects or using your preferred build system.
|
||||
It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
|
||||
It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
|
||||
- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
|
||||
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
|
||||
- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
|
||||
@ -178,7 +186,7 @@ CODE
|
||||
// TODO: Fill optional fields of the io structure later.
|
||||
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
|
||||
|
||||
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11)
|
||||
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
@ -609,37 +617,17 @@ CODE
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments
|
||||
associated to it.
|
||||
|
||||
Q: What is this library called?
|
||||
Q: Which version should I get?
|
||||
Q: Why the names "Dear ImGui" vs "ImGui"?
|
||||
>> This library is called "Dear ImGui", please don't call it "ImGui" :)
|
||||
>> See https://www.dearimgui.org/faq
|
||||
|
||||
Q&A: Concerns
|
||||
=============
|
||||
|
||||
Q: Who uses Dear ImGui?
|
||||
Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||
Q: Can you reskin the look of Dear ImGui?
|
||||
Q: Why using C++ (as opposed to C)?
|
||||
>> See https://www.dearimgui.org/faq
|
||||
|
||||
Q&A: Integration
|
||||
================
|
||||
|
||||
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
|
||||
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
|
||||
- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
|
||||
- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
|
||||
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
|
||||
Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
|
||||
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
|
||||
Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
|
||||
It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
|
||||
Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
|
||||
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
|
||||
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
|
||||
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
|
||||
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
|
||||
>> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
|
||||
|
||||
Q. How can I enable keyboard controls?
|
||||
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
|
||||
@ -783,6 +771,15 @@ CODE
|
||||
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||
>> See https://www.dearimgui.org/faq and docs/FONTS.txt
|
||||
|
||||
Q&A: Concerns
|
||||
=============
|
||||
|
||||
Q: Who uses Dear ImGui?
|
||||
Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||
Q: Can you reskin the look of Dear ImGui?
|
||||
Q: Why using C++ (as opposed to C)?
|
||||
>> See https://www.dearimgui.org/faq
|
||||
|
||||
Q&A: Community
|
||||
==============
|
||||
|
||||
@ -2807,19 +2804,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
|
||||
window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
|
||||
}
|
||||
|
||||
void ImGui::SetNavID(ImGuiID id, int nav_layer)
|
||||
// FIXME-NAV: Refactor those functions into a single, more explicit one.
|
||||
void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavWindow);
|
||||
IM_ASSERT(nav_layer == 0 || nav_layer == 1);
|
||||
g.NavId = id;
|
||||
g.NavFocusScopeId = focus_scope_id;
|
||||
g.NavWindow->NavLastIds[nav_layer] = id;
|
||||
}
|
||||
|
||||
void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
|
||||
void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
SetNavID(id, nav_layer);
|
||||
SetNavID(id, nav_layer, focus_scope_id);
|
||||
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
|
||||
g.NavMousePosDirty = true;
|
||||
g.NavDisableHighlight = false;
|
||||
@ -2864,13 +2863,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(id != 0);
|
||||
|
||||
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
|
||||
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
|
||||
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
|
||||
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
|
||||
if (g.NavWindow != window)
|
||||
g.NavInitRequest = false;
|
||||
g.NavId = id;
|
||||
g.NavWindow = window;
|
||||
g.NavId = id;
|
||||
g.NavLayer = nav_layer;
|
||||
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
window->NavLastIds[nav_layer] = id;
|
||||
if (window->DC.LastItemId == id)
|
||||
window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
|
||||
@ -3140,24 +3141,24 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
|
||||
|
||||
// Increment counters
|
||||
const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
|
||||
window->DC.FocusCounterAll++;
|
||||
window->DC.FocusCounterRegular++;
|
||||
if (is_tab_stop)
|
||||
window->DC.FocusCounterTab++;
|
||||
window->DC.FocusCounterTabStop++;
|
||||
|
||||
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
|
||||
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
|
||||
if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
|
||||
{
|
||||
g.FocusRequestNextWindow = window;
|
||||
g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
|
||||
g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
|
||||
}
|
||||
|
||||
// Handle focus requests
|
||||
if (g.FocusRequestCurrWindow == window)
|
||||
{
|
||||
if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
|
||||
if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
|
||||
return true;
|
||||
if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
|
||||
if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
|
||||
{
|
||||
g.NavJustTabbedId = id;
|
||||
return true;
|
||||
@ -3173,8 +3174,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
|
||||
|
||||
void ImGui::FocusableItemUnregister(ImGuiWindow* window)
|
||||
{
|
||||
window->DC.FocusCounterAll--;
|
||||
window->DC.FocusCounterTab--;
|
||||
window->DC.FocusCounterRegular--;
|
||||
window->DC.FocusCounterTabStop--;
|
||||
}
|
||||
|
||||
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
|
||||
@ -3997,26 +3998,26 @@ void ImGui::NewFrame()
|
||||
// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
|
||||
// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
|
||||
g.FocusRequestNextWindow = g.NavWindow;
|
||||
g.FocusRequestNextCounterAll = INT_MAX;
|
||||
g.FocusRequestNextCounterRegular = INT_MAX;
|
||||
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
|
||||
g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
|
||||
g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
|
||||
else
|
||||
g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
|
||||
g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
|
||||
}
|
||||
|
||||
// Turn queued focus request into current one
|
||||
g.FocusRequestCurrWindow = NULL;
|
||||
g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
|
||||
g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
|
||||
if (g.FocusRequestNextWindow != NULL)
|
||||
{
|
||||
ImGuiWindow* window = g.FocusRequestNextWindow;
|
||||
g.FocusRequestCurrWindow = window;
|
||||
if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
|
||||
g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
|
||||
if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
|
||||
g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
|
||||
if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
|
||||
g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
|
||||
if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
|
||||
g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
|
||||
g.FocusRequestNextWindow = NULL;
|
||||
g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
|
||||
g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
|
||||
}
|
||||
|
||||
g.NavIdTabCounter = INT_MAX;
|
||||
@ -4517,7 +4518,7 @@ void ImGui::Render()
|
||||
if (g.FrameCountEnded != g.FrameCount)
|
||||
EndFrame();
|
||||
g.FrameCountRendered = g.FrameCount;
|
||||
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
|
||||
g.IO.MetricsRenderWindows = 0;
|
||||
|
||||
// Add background ImDrawList (for each active viewport)
|
||||
for (int n = 0; n != g.Viewports.Size; n++)
|
||||
@ -6024,8 +6025,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
|
||||
else
|
||||
window->WindowPadding = style.WindowPadding;
|
||||
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
|
||||
// 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
|
||||
@ -6451,27 +6450,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->DC.CursorMaxPos = window->DC.CursorStartPos;
|
||||
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
|
||||
window->DC.NavHideHighlightOneFrame = false;
|
||||
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
|
||||
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
|
||||
window->DC.NavLayerActiveMaskNext = 0x00;
|
||||
window->DC.NavFocusScopeIdCurrent = 0;
|
||||
window->DC.NavHideHighlightOneFrame = false;
|
||||
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
|
||||
|
||||
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.TreeDepth = 0;
|
||||
window->DC.TreeJumpToParentOnPopMask = 0x00;
|
||||
window->DC.ChildWindows.resize(0);
|
||||
window->DC.StateStorage = &window->StateStorage;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
||||
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
|
||||
window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
|
||||
window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
|
||||
|
||||
window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
|
||||
window->DC.ItemWidth = window->ItemWidthDefault;
|
||||
window->DC.TextWrapPos = -1.0f; // disabled
|
||||
window->DC.ItemFlagsStack.resize(0);
|
||||
window->DC.ItemWidthStack.resize(0);
|
||||
window->DC.TextWrapPosStack.resize(0);
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.TreeDepth = 0;
|
||||
window->DC.TreeMayJumpToParentOnPopMask = 0x00;
|
||||
window->DC.StateStorage = &window->StateStorage;
|
||||
window->DC.GroupStack.resize(0);
|
||||
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
|
||||
|
||||
if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
|
||||
{
|
||||
@ -6713,6 +6720,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
|
||||
g.NavMousePosDirty = true;
|
||||
g.NavInitRequest = false;
|
||||
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
|
||||
g.NavFocusScopeId = 0;
|
||||
g.NavIdIsAlive = false;
|
||||
g.NavLayer = ImGuiNavLayer_Main;
|
||||
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
|
||||
@ -7642,8 +7650,8 @@ void ImGui::SetKeyboardFocusHere(int offset)
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
g.FocusRequestNextWindow = window;
|
||||
g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
|
||||
g.FocusRequestNextCounterTab = INT_MAX;
|
||||
g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
|
||||
g.FocusRequestNextCounterTabStop = INT_MAX;
|
||||
}
|
||||
|
||||
void ImGui::SetItemDefaultFocus()
|
||||
@ -8791,21 +8799,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
#endif
|
||||
if (new_best)
|
||||
{
|
||||
result->ID = id;
|
||||
result->SelectScopeId = g.MultiSelectScopeId;
|
||||
result->Window = window;
|
||||
result->ID = id;
|
||||
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
result->RectRel = nav_bb_rel;
|
||||
}
|
||||
|
||||
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
|
||||
const float VISIBLE_RATIO = 0.70f;
|
||||
if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
|
||||
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
|
||||
if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
|
||||
{
|
||||
result = &g.NavMoveResultLocalVisibleSet;
|
||||
result->ID = id;
|
||||
result->SelectScopeId = g.MultiSelectScopeId;
|
||||
result->Window = window;
|
||||
result->ID = id;
|
||||
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
result->RectRel = nav_bb_rel;
|
||||
}
|
||||
}
|
||||
@ -8815,8 +8824,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
{
|
||||
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
|
||||
g.NavLayer = window->DC.NavLayerCurrent;
|
||||
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
g.NavIdIsAlive = true;
|
||||
g.NavIdTabCounter = window->DC.FocusCounterTab;
|
||||
g.NavIdTabCounter = window->DC.FocusCounterTabStop;
|
||||
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
|
||||
}
|
||||
}
|
||||
@ -8910,10 +8920,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer)
|
||||
g.NavLayer = layer;
|
||||
if (layer == 0)
|
||||
g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
|
||||
if (g.NavWindow->NavLastIds[layer] != 0)
|
||||
ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[layer], layer, g.NavWindow->NavRectRel[layer]);
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
if (window->NavLastIds[layer] != 0)
|
||||
ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]);
|
||||
else
|
||||
ImGui::NavInitWindow(g.NavWindow, true);
|
||||
ImGui::NavInitWindow(window, true);
|
||||
}
|
||||
|
||||
static inline void ImGui::NavUpdateAnyRequestFlag()
|
||||
@ -8936,7 +8947,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
|
||||
//IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
|
||||
if (init_for_nav)
|
||||
{
|
||||
SetNavID(0, g.NavLayer);
|
||||
SetNavID(0, g.NavLayer, 0);
|
||||
g.NavInitRequest = true;
|
||||
g.NavInitRequestFromMove = false;
|
||||
g.NavInitResultId = 0;
|
||||
@ -8946,6 +8957,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
|
||||
else
|
||||
{
|
||||
g.NavId = window->NavLastIds[0];
|
||||
g.NavFocusScopeId = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -9052,9 +9064,9 @@ static void ImGui::NavUpdate()
|
||||
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
|
||||
//IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
|
||||
if (g.NavInitRequestFromMove)
|
||||
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
|
||||
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
|
||||
else
|
||||
SetNavID(g.NavInitResultId, g.NavLayer);
|
||||
SetNavID(g.NavInitResultId, g.NavLayer, 0);
|
||||
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
|
||||
}
|
||||
g.NavInitRequest = false;
|
||||
@ -9121,8 +9133,9 @@ static void ImGui::NavUpdate()
|
||||
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
|
||||
IM_ASSERT(child_window->ChildId != 0);
|
||||
FocusWindow(parent_window);
|
||||
SetNavID(child_window->ChildId, 0);
|
||||
g.NavIdIsAlive = false;
|
||||
SetNavID(child_window->ChildId, 0, 0);
|
||||
// Reassigning with same value, we're being explicit here.
|
||||
g.NavIdIsAlive = false; // -V1048
|
||||
if (g.NavDisableMouseHover)
|
||||
g.NavMousePosDirty = true;
|
||||
}
|
||||
@ -9142,7 +9155,7 @@ static void ImGui::NavUpdate()
|
||||
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
|
||||
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
|
||||
g.NavWindow->NavLastIds[0] = 0;
|
||||
g.NavId = 0;
|
||||
g.NavId = g.NavFocusScopeId = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -9212,7 +9225,8 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
|
||||
g.NavInitRequest = g.NavInitRequestFromMove = true;
|
||||
g.NavInitResultId = 0;
|
||||
// Reassigning with same value, we're being explicit here.
|
||||
g.NavInitResultId = 0; // -V1048
|
||||
g.NavDisableHighlight = false;
|
||||
}
|
||||
NavUpdateAnyRequestFlag();
|
||||
@ -9261,7 +9275,7 @@ static void ImGui::NavUpdate()
|
||||
float pad = window->CalcFontSize() * 0.5f;
|
||||
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
|
||||
window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
|
||||
g.NavId = 0;
|
||||
g.NavId = g.NavFocusScopeId = 0;
|
||||
}
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
@ -9341,9 +9355,10 @@ static void ImGui::NavUpdateMoveResult()
|
||||
{
|
||||
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
|
||||
g.NavJustMovedToId = result->ID;
|
||||
g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
|
||||
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
|
||||
|
||||
}
|
||||
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
|
||||
SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user