Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2019-03-25 16:08:09 +01:00
commit 9350158d61
14 changed files with 117 additions and 86 deletions

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@ -93,6 +93,22 @@ Other changes:
to make the examples main.cpp easier to read.
-----------------------------------------------------------------------
VERSION 1.70 WIP (In Progress)
-----------------------------------------------------------------------
Breaking Changes:
Other Changes:
- InputText: Fixed selection background starts rendering one frame after the cursor movement
when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
GL function loaders early, and help users understand what they are missing. (#2421)
>>>>>>> master
-----------------------------------------------------------------------
VERSION 1.69 (Released 2019-03-13)
-----------------------------------------------------------------------

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@ -122,6 +122,7 @@ Languages: (third-party bindings)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- Java: [jimgui](https://github.com/ice1000/jimgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)

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@ -25,7 +25,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
@ -44,6 +44,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
@ -345,10 +346,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*?
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
@ -364,6 +368,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)

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@ -1,5 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.69
dear imgui, v1.70 WIP
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)

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@ -1,8 +1,10 @@
// dear imgui: Platform Binding for FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

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@ -1,8 +1,10 @@
// dear imgui: Platform Binding for FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

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@ -14,6 +14,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
@ -91,11 +92,11 @@
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h>
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h>
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h>
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
@ -136,6 +137,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Make a dummy GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL3_InitPlatformInterface();

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -648,8 +648,8 @@ CODE
// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Examples:
GLuint my_tex = XXX;
@ -4517,7 +4517,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
// Return the delta from the initial clicking position.
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
@ -4526,9 +4526,10 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
if (g.IO.MouseDown[button])
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
return g.IO.MousePos - g.IO.MouseClickedPos[button];
return ImVec2(0.0f, 0.0f);
}
@ -6592,7 +6593,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
}
}
if (!IsWindowContentHoverable(g.HoveredRootWindow, flags))
if (!IsWindowContentHoverable(g.HoveredWindow, flags))
return false;
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -46,8 +46,8 @@ Index of this file:
// Version
// (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)
#define IMGUI_VERSION "1.69"
#define IMGUI_VERSION_NUM 16900
#define IMGUI_VERSION "1.70 WIP"
#define IMGUI_VERSION_NUM 16990
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -688,7 +688,7 @@ namespace ImGui
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
@ -1649,6 +1649,7 @@ static void ShowDemoWindowWidgets()
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_RootWindow) = %d\n"
"IsWindowHovered(_AnyWindow) = %d\n",
ImGui::IsWindowHovered(),
@ -1656,6 +1657,7 @@ static void ShowDemoWindowWidgets()
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
@ -2624,9 +2626,9 @@ static void ShowDemoWindowMisc()
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
@ -2705,22 +2707,17 @@ static void ShowDemoWindowMisc()
for (int button = 0; button < 3; button++)
ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d",
button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f));
ImGui::Button("Drag Me");
if (ImGui::IsItemActive())
{
// Draw a line between the button and the mouse cursor
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRectFullScreen();
draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f);
draw_list->PopClipRect();
ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor
// Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold)
// You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta()
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
ImVec2 mouse_delta = io.MouseDelta;
ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);
}
// Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold)
// You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta()
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
ImVec2 mouse_delta = io.MouseDelta;
ImGui::Text("GetMouseDragDelta(0):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y);
ImGui::TreePop();
}
@ -4157,7 +4154,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine)
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
ImGui::Dummy(ImVec2((sz + spacing) * 8, (sz + spacing) * 3));
ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3));
ImGui::EndTabItem();
}

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (drawing and font code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!

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@ -1,4 +1,4 @@
// dear imgui, v1.69
// dear imgui, v1.70 WIP
// (widgets code)
/*
@ -3374,28 +3374,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
clear_active_id = true;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
if (is_readonly && state != NULL)
{
const bool will_render_cursor = (g.ActiveId == id) || (user_scroll_active);
const bool will_render_selection = state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor);
if (will_render_cursor || will_render_selection)
{
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
}
}
// Lock the decision of whether we are going to take the path displaying the cursor or selection
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool enter_pressed = false;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
if (is_readonly && state != NULL && (render_cursor || render_selection))
{
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
render_selection &= state->HasSelection();
}
// Select the buffer to render.
const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;
const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
@ -3605,6 +3601,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
MemFree(clipboard_filtered);
}
}
// Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
}
// Process callbacks and apply result back to user's buffer.

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@ -1,4 +1,4 @@
dear imgui, v1.69
dear imgui, v1.70 WIP
(Font Readme)
---------------------------------------