mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-05 20:48:46 +02:00
Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
This commit is contained in:
104
imgui.cpp
104
imgui.cpp
@ -807,7 +807,7 @@ CODE
|
||||
// Debug options
|
||||
#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
|
||||
#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
|
||||
#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file
|
||||
#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
@ -983,7 +983,7 @@ ImGuiStyle::ImGuiStyle()
|
||||
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
|
||||
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
|
||||
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
||||
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
|
||||
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
|
||||
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
|
||||
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
|
||||
@ -2621,6 +2621,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
|
||||
SkipItems = false;
|
||||
Appearing = false;
|
||||
Hidden = false;
|
||||
IsFallbackWindow = false;
|
||||
HasCloseButton = false;
|
||||
ResizeBorderHeld = -1;
|
||||
BeginCount = 0;
|
||||
@ -2835,18 +2836,17 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
|
||||
// An active popup disable hovering on other windows (apart from its own children)
|
||||
// FIXME-OPT: This could be cached/stored within the window.
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (!g.NavWindow)
|
||||
return true;
|
||||
if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
|
||||
if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
|
||||
{
|
||||
// For the purpose of those flags we differentiate "standard popup" from "modal popup"
|
||||
// NB: The order of those two tests is important because Modal windows are also Popups.
|
||||
if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
|
||||
return false;
|
||||
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
return false;
|
||||
}
|
||||
if (g.NavWindow)
|
||||
if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
|
||||
if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
|
||||
{
|
||||
// For the purpose of those flags we differentiate "standard popup" from "modal popup"
|
||||
// NB: The order of those two tests is important because Modal windows are also Popups.
|
||||
if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
|
||||
return false;
|
||||
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -3290,10 +3290,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate moving window, handle left-click and right-click focus
|
||||
// Initiate moving window when clicking on empty space or title bar.
|
||||
// Handle left-click and right-click focus.
|
||||
void ImGui::UpdateMouseMovingWindowEndFrame()
|
||||
{
|
||||
// Initiate moving window
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.ActiveId != 0 || g.HoveredId != 0)
|
||||
return;
|
||||
@ -3787,9 +3787,10 @@ void ImGui::NewFrame()
|
||||
// Create implicit/fallback window - which we will only render it if the user has added something to it.
|
||||
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
|
||||
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
|
||||
g.WithinFrameScopeWithImplicitWindow = true;
|
||||
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
|
||||
Begin("Debug##Default");
|
||||
g.WithinFrameScopeWithImplicitWindow = true;
|
||||
IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
ImGuiTestEngineHook_PostNewFrame(&g);
|
||||
@ -4014,10 +4015,8 @@ static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWin
|
||||
static void AddRootWindowToDrawData(ImGuiWindow* window)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->Flags & ImGuiWindowFlags_Tooltip)
|
||||
AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
|
||||
else
|
||||
AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
|
||||
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
|
||||
AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);
|
||||
}
|
||||
|
||||
void ImDrawDataBuilder::FlattenIntoSingleLayer()
|
||||
@ -4156,16 +4155,17 @@ void ImGui::Render()
|
||||
if (g.FrameCountEnded != g.FrameCount)
|
||||
EndFrame();
|
||||
g.FrameCountRendered = g.FrameCount;
|
||||
|
||||
// Gather ImDrawList to render (for each active window)
|
||||
g.IO.MetricsRenderWindows = 0;
|
||||
g.DrawDataBuilder.Clear();
|
||||
|
||||
// Add background ImDrawList
|
||||
if (!g.BackgroundDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
|
||||
|
||||
// Add ImDrawList to render
|
||||
ImGuiWindow* windows_to_render_top_most[2];
|
||||
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
|
||||
windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
|
||||
windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL);
|
||||
for (int n = 0; n != g.Windows.Size; n++)
|
||||
{
|
||||
ImGuiWindow* window = g.Windows[n];
|
||||
@ -4181,6 +4181,7 @@ void ImGui::Render()
|
||||
if (g.IO.MouseDrawCursor)
|
||||
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
|
||||
|
||||
// Add foreground ImDrawList
|
||||
if (!g.ForegroundDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
|
||||
|
||||
@ -4837,8 +4838,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size
|
||||
// Minimum size
|
||||
if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
|
||||
{
|
||||
ImGuiWindow* window_for_height = window;
|
||||
new_size = ImMax(new_size, g.Style.WindowMinSize);
|
||||
new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
|
||||
new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
|
||||
}
|
||||
return new_size;
|
||||
}
|
||||
@ -5045,6 +5047,10 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
}
|
||||
PopID();
|
||||
|
||||
// Restore nav layer
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
|
||||
// Navigation resize (keyboard/gamepad)
|
||||
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
|
||||
{
|
||||
@ -5077,10 +5083,6 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
MarkIniSettingsDirty(window);
|
||||
}
|
||||
|
||||
// Resize nav layer
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
|
||||
window->Size = window->SizeFull;
|
||||
return ret_auto_fit;
|
||||
}
|
||||
@ -5129,6 +5131,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw background and borders
|
||||
// Draw and handle scrollbars
|
||||
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -5340,6 +5344,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
const int current_frame = g.FrameCount;
|
||||
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
|
||||
window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
|
||||
|
||||
// Update the Appearing flag
|
||||
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
|
||||
@ -5485,6 +5490,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
}
|
||||
}
|
||||
|
||||
// SELECT VIEWPORT
|
||||
// FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
|
||||
SetCurrentWindow(window);
|
||||
|
||||
@ -5595,14 +5601,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->Pos = FindBestWindowPosForPopup(window);
|
||||
|
||||
// Clamp position/size so window stays visible within its viewport or monitor
|
||||
|
||||
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
|
||||
ImRect viewport_rect(GetViewportRect());
|
||||
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
|
||||
{
|
||||
if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
|
||||
ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
|
||||
if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
|
||||
{
|
||||
ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
|
||||
ClampWindowRect(window, viewport_rect, clamp_padding);
|
||||
}
|
||||
}
|
||||
@ -5739,20 +5744,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
|
||||
// We also disabled this when we have dimming overlay behind this specific one child.
|
||||
// FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
|
||||
bool render_decorations_in_parent = false;
|
||||
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
|
||||
if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
|
||||
render_decorations_in_parent = true;
|
||||
if (render_decorations_in_parent)
|
||||
window->DrawList = parent_window->DrawList;
|
||||
{
|
||||
bool render_decorations_in_parent = false;
|
||||
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
|
||||
if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
|
||||
render_decorations_in_parent = true;
|
||||
if (render_decorations_in_parent)
|
||||
window->DrawList = parent_window->DrawList;
|
||||
|
||||
// Handle title bar, scrollbar, resize grips and resize borders
|
||||
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
|
||||
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
|
||||
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
|
||||
// Handle title bar, scrollbar, resize grips and resize borders
|
||||
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
|
||||
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
|
||||
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
|
||||
|
||||
if (render_decorations_in_parent)
|
||||
window->DrawList = &window->DrawListInst;
|
||||
if (render_decorations_in_parent)
|
||||
window->DrawList = &window->DrawListInst;
|
||||
}
|
||||
|
||||
// Draw navigation selection/windowing rectangle border
|
||||
if (g.NavWindowingTargetAnim == window)
|
||||
@ -7568,7 +7575,7 @@ void ImGui::CloseCurrentPopup()
|
||||
window->DC.NavHideHighlightOneFrame = true;
|
||||
}
|
||||
|
||||
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
|
||||
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (!IsPopupOpen(id))
|
||||
@ -7578,12 +7585,13 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
|
||||
}
|
||||
|
||||
char name[20];
|
||||
if (extra_flags & ImGuiWindowFlags_ChildMenu)
|
||||
if (flags & ImGuiWindowFlags_ChildMenu)
|
||||
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
|
||||
else
|
||||
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
|
||||
|
||||
bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
|
||||
flags |= ImGuiWindowFlags_Popup;
|
||||
bool is_open = Begin(name, NULL, flags);
|
||||
if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
|
||||
EndPopup();
|
||||
|
||||
@ -10077,7 +10085,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
char buf[256];
|
||||
char* p = buf;
|
||||
const char* buf_end = buf + IM_ARRAYSIZE(buf);
|
||||
ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
|
||||
p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
|
||||
if (ImGui::TreeNode(tab_bar, "%s", buf))
|
||||
{
|
||||
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
|
||||
|
Reference in New Issue
Block a user