Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar 2018-01-10 23:11:26 +01:00
commit 67671c0ab5

239
imgui.cpp
View File

@ -716,6 +716,7 @@ namespace ImGui
static void NavUpdate();
static void NavUpdateWindowing();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, ImU32 resize_grip_col[4]);
static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
}
@ -5236,6 +5237,112 @@ static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_paddin
return ImRect();
}
// Handle resize for: Resize Grips, Borders, Gamepad
static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, ImU32 resize_grip_col[4])
{
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
return;
const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
resize_rect.FixInverted();
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcSizeAfterConstraint(window, size_auto_fit);
ClearActiveID();
}
else if (held)
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
}
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
bool hovered, held;
ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held) *border_held = border_n;
}
if (held)
{
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
PopID();
// Navigation/gamepad resize
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float GAMEPAD_RESIZE_SPEED = 600.0f;
nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
g.NavWindowingToggleLayer = false;
size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
}
}
}
// Apply back modified position/size to window
if (size_target.x != FLT_MAX)
{
window->SizeFull = size_target;
MarkIniSettingsDirty(window);
}
if (pos_target.x != FLT_MAX)
{
window->Pos = window->PosFloat = ImFloor(pos_target);
MarkIniSettingsDirty(window);
}
window->Size = window->SizeFull;
}
// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@ -5386,16 +5493,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
// Setup draw list and outer clipping rectangle
window->DrawList->Clear();
window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
ImRect fullscreen_rect(GetVisibleRect());
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
else
PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);
if (window_just_activated_by_user)
{
// Popup first latch mouse position, will position itself when it appears next frame
@ -5571,6 +5668,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
want_focus = true;
// DRAWING
// Setup draw list and outer clipping rectangle
window->DrawList->Clear();
window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
ImRect fullscreen_rect(GetVisibleRect());
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
else
PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);
// Draw modal window background (darkens what is behind them)
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
// Draw navigation windowing rectangle (via ImGuiKey_NavWindowing key), shows whole window selected
if (g.NavWindowingTarget == window)
{
@ -5580,10 +5693,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_HeaderHovered, g.NavWindowingDisplayAlpha), g.Style.WindowRounding);
}
// Draw modal window background (darkens what is behind them)
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
// Draw window + handle manual resize
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
@ -5603,105 +5712,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
int border_held = -1;
ImU32 resize_grip_col[4] = { 0 };
const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
{
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
resize_rect.FixInverted();
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcSizeAfterConstraint(window, size_auto_fit);
ClearActiveID();
}
else if (held)
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
}
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
bool hovered, held;
ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held) border_held = border_n;
}
if (held)
{
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
PopID();
// Navigation/gamepad resize
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float GAMEPAD_RESIZE_SPEED = 600.0f;
nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
g.NavWindowingToggleLayer = false;
size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
}
}
}
// Apply back modified position/size to window
if (size_target.x != FLT_MAX)
{
window->SizeFull = size_target;
MarkIniSettingsDirty(window);
}
if (pos_target.x != FLT_MAX)
{
window->Pos = window->PosFloat = ImFloor(pos_target);
MarkIniSettingsDirty(window);
}
window->Size = window->SizeFull;
title_bar_rect = window->TitleBarRect();
}
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
UpdateManualResize(window, size_auto_fit, &border_held, &resize_grip_col[0]);
title_bar_rect = window->TitleBarRect();
// Window background, Default Alpha
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));