mirror of
https://github.com/Drezil/imgui.git
synced 2025-09-14 07:03:13 +02:00
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:
104
imgui_internal.h
104
imgui_internal.h
@ -923,16 +923,16 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
|
||||
struct ImGuiNavMoveResult
|
||||
{
|
||||
ImGuiID ID; // Best candidate
|
||||
ImGuiID SelectScopeId;// Best candidate window current selectable group ID
|
||||
ImGuiWindow* Window; // Best candidate window
|
||||
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; // 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
|
||||
|
||||
ImGuiNavMoveResult() { Clear(); }
|
||||
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
enum ImGuiNextWindowDataFlags_
|
||||
@ -987,12 +987,13 @@ enum ImGuiNextItemDataFlags_
|
||||
struct ImGuiNextItemData
|
||||
{
|
||||
ImGuiNextItemDataFlags Flags;
|
||||
float Width; // Set by SetNextItemWidth().
|
||||
bool OpenVal; // Set by SetNextItemOpen() function.
|
||||
float Width; // Set by SetNextItemWidth()
|
||||
ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
|
||||
ImGuiCond OpenCond;
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1193,16 +1194,18 @@ struct ImGuiContext
|
||||
ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
|
||||
int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
|
||||
|
||||
// Navigation data (for gamepad/keyboard)
|
||||
// Gamepad/keyboard Navigation
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
||||
ImGuiID NavId; // Focused item for navigation
|
||||
ImGuiID NavFocusScopeId;
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
|
||||
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
@ -1234,13 +1237,13 @@ struct ImGuiContext
|
||||
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)
|
||||
|
||||
// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
|
||||
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
|
||||
ImGuiWindow* FocusRequestCurrWindow; //
|
||||
ImGuiWindow* FocusRequestNextWindow; //
|
||||
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterAll; // Stored for next frame
|
||||
int FocusRequestNextCounterTab; // "
|
||||
int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterRegular; // Stored for next frame
|
||||
int FocusRequestNextCounterTabStop; // "
|
||||
bool FocusTabPressed; //
|
||||
|
||||
// Render
|
||||
@ -1287,10 +1290,6 @@ struct ImGuiContext
|
||||
int TooltipOverrideCount;
|
||||
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
|
||||
|
||||
// Range-Select/Multi-Select
|
||||
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
|
||||
ImGuiID MultiSelectScopeId;
|
||||
|
||||
// Platform support
|
||||
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImeLastPos;
|
||||
@ -1385,8 +1384,8 @@ struct ImGuiContext
|
||||
ViewportFrontMostStampCount = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
@ -1410,8 +1409,8 @@ struct ImGuiContext
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
|
||||
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
|
||||
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
|
||||
FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
|
||||
FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
|
||||
FocusTabPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
@ -1441,8 +1440,6 @@ struct ImGuiContext
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
MultiSelectScopeId = 0;
|
||||
|
||||
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
|
||||
PlatformImePosViewport = 0;
|
||||
|
||||
@ -1478,6 +1475,7 @@ struct ImGuiContext
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
||||
struct IMGUI_API ImGuiWindowTempData
|
||||
{
|
||||
// Layout
|
||||
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
|
||||
@ -1486,27 +1484,40 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImVec2 PrevLineSize;
|
||||
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
|
||||
float PrevLineTextBaseOffset;
|
||||
int TreeDepth; // Current tree depth.
|
||||
ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
ImVec1 GroupOffset;
|
||||
|
||||
// Last item status
|
||||
ImGuiID LastItemId; // ID for last item
|
||||
ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
|
||||
ImRect LastItemRect; // Interaction rect for last item
|
||||
ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
|
||||
|
||||
// Keyboard/Gamepad navigation
|
||||
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
|
||||
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
|
||||
bool NavHideHighlightOneFrame;
|
||||
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
||||
|
||||
// Miscellaneous
|
||||
bool MenuBarAppending; // FIXME: Remove this
|
||||
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
|
||||
int TreeDepth; // Current tree depth.
|
||||
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
|
||||
ImGuiColumns* CurrentColumns; // Current columns set
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
|
||||
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
|
||||
|
||||
// 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; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
|
||||
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
||||
@ -1517,41 +1528,39 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImVector<ImGuiGroupData>GroupStack;
|
||||
short StackSizesBackup[6]; // Store size of various stacks for asserting
|
||||
|
||||
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
ImVec1 GroupOffset;
|
||||
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
ImGuiColumns* CurrentColumns; // Current columns set
|
||||
|
||||
ImGuiWindowTempData()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
TreeDepth = 0;
|
||||
TreeMayJumpToParentOnPopMask = 0x00;
|
||||
Indent = ImVec1(0.0f);
|
||||
ColumnsOffset = ImVec1(0.0f);
|
||||
GroupOffset = ImVec1(0.0f);
|
||||
|
||||
LastItemId = 0;
|
||||
LastItemStatusFlags = 0;
|
||||
LastItemRect = LastItemDisplayRect = ImRect();
|
||||
|
||||
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
|
||||
NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
NavFocusScopeIdCurrent = 0;
|
||||
NavHideHighlightOneFrame = false;
|
||||
NavHasScroll = false;
|
||||
|
||||
MenuBarAppending = false;
|
||||
MenuBarOffset = ImVec2(0.0f, 0.0f);
|
||||
TreeDepth = 0;
|
||||
TreeJumpToParentOnPopMask = 0x00;
|
||||
StateStorage = NULL;
|
||||
CurrentColumns = NULL;
|
||||
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
||||
FocusCounterAll = FocusCounterTab = -1;
|
||||
FocusCounterRegular = FocusCounterTabStop = -1;
|
||||
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
ItemWidth = 0.0f;
|
||||
TextWrapPos = -1.0f;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
Indent = ImVec1(0.0f);
|
||||
GroupOffset = ImVec1(0.0f);
|
||||
ColumnsOffset = ImVec1(0.0f);
|
||||
CurrentColumns = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
@ -1629,7 +1638,6 @@ struct IMGUI_API ImGuiWindow
|
||||
int LastFrameJustFocused; // Last frame number the window was made Focused.
|
||||
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
|
||||
float ItemWidthDefault;
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
|
||||
@ -1895,8 +1903,8 @@ 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);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel);
|
||||
|
||||
// Inputs
|
||||
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||
|
Reference in New Issue
Block a user