Merge branch 'master' into viewport

# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
This commit is contained in:
omar
2018-06-05 15:51:52 +02:00
8 changed files with 363 additions and 142 deletions

362
imgui.cpp
View File

@ -437,7 +437,7 @@
======================================
Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
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).
@ -452,31 +452,111 @@
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
Q: How can I display an image? What is ImTextureID, how does it works?
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
(C++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
It is your responsibility to get textures uploaded to your GPU.
A: Short explanation:
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices.
At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->TextureId;
MyEngineBindTexture2D(texture);
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Here's a simplified OpenGL example using stb_image.h:
// Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
[...]
int my_image_width, my_image_height;
unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4);
// Turn the RGBA pixel data into an OpenGL texture:
GLuint my_opengl_texture;
glGenTextures(1, &my_opengl_texture);
glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
// 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*.
Examples:
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
Q: How can I have multiple widgets with the same label or without a label?
Q: I have multiple widgets with the same label, and only the first one works. Why is that?
A: A primer on labels and the ID Stack...
- Elements that are typically not clickable, such as Text() items don't need an ID.
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui
often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID
are typically derived from a string label, an integer index or a pointer.
- Unique ID are often derived from a string label:
Button("OK"); // Label = "OK", ID = top of id stack + hash of "OK"
Button("Cancel"); // Label = "Cancel", ID = top of id stack + hash of "Cancel"
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
two buttons labeled "OK" in different windows or different tree locations is fine.
We used "..." above to signify whatever was already pushed to the ID stack previously:
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
- If you have a same ID twice in the same location, you'll have a conflict:
@ -491,20 +571,22 @@
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
Button("Play"); // Label = "Play", ID = top of id stack + hash of "Play"
Button("Play##foo1"); // Label = "Play", ID = top of id stack + hash of "Play##foo1" (different from above)
Button("Play##foo2"); // Label = "Play", ID = top of id stack + hash of "Play##foo2" (different from above)
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
- If you want to completely hide the label, but still need an ID:
Checkbox("##On", &b); // Label = "", ID = top of id stack + hash of "##On" (no label!)
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label!
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
Button("Hello###ID"; // Label = "Hello", ID = top of id stack + hash of "ID"
Button("World###ID"; // Label = "World", ID = top of id stack + hash of "ID" (same as above)
Button("Hello###ID"; // Label = "Hello", ID = hash of (..., "ID")
Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable label, ID = hash of "MyGame"
@ -516,45 +598,45 @@
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ in the ID stack!
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i);
Button("Click"); // Label = "Click", ID = top of id stack + hash of integer + hash of "Click"
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = top of id stack + hash of pointer + hash of "Click"
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = top of id stack + hash of string + hash of "Click"
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- More example showing that you can stack multiple prefixes into the ID stack:
Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click"
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click"
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of ptr + hash of "Click"
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click"
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node"))
{
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click"
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
@ -2105,7 +2187,14 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
ImGuiContext& g = *GImGui;
g.ActiveIdIsJustActivated = (g.ActiveId != id);
if (g.ActiveIdIsJustActivated)
{
g.ActiveIdTimer = 0.0f;
if (id != 0)
{
g.LastActiveId = id;
g.LastActiveIdTimer = 0.0f;
}
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
g.ActiveIdAllowOverlap = false;
@ -2268,6 +2357,15 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringCount++;
if (window != g.NavWindow)
{
// When crossing through a NavFlattened border, we score items on the other windows fully clipped
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
if (!window->ClipRect.Contains(cand))
return false;
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
}
// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
@ -2437,6 +2535,8 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
@ -2452,9 +2552,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
}
}
// Scoring for navigation
// Process Move Request (scoring for navigation)
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
{
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
#if IMGUI_DEBUG_NAV_SCORING
@ -2468,10 +2568,20 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
if (new_best)
{
result->ID = id;
result->ParentID = window->IDStack.back();
result->Window = window;
result->RectRel = nav_bb_rel;
}
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->Window = window;
result->RectRel = nav_bb_rel;
}
}
// Update window-relative bounding box of navigated item
@ -3055,10 +3165,10 @@ static void ImGui::NavUpdateWindowing()
}
}
// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
// Scroll to keep newly navigated item fully into view
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
@ -3096,12 +3206,16 @@ static void ImGui::NavUpdate()
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
if (nav_gamepad_active)
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
// Update Keyboard->Nav inputs mapping
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
if (nav_keyboard_active)
{
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
@ -3142,23 +3256,32 @@ static void ImGui::NavUpdate()
{
// Select which result to use
ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
result = &g.NavMoveResultOther;
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
result = &g.NavMoveResultLocalVisibleSet;
// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
result = &g.NavMoveResultOther;
IM_ASSERT(g.NavWindow && result->Window);
// Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
// Scroll to keep newly navigated item fully into view.
if (g.NavLayer == 0)
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
NavScrollToBringItemIntoView(result->Window, rect_abs);
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
result->RectRel.Translate(result->Window->Scroll - next_scroll);
ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
result->RectRel.Translate(delta_scroll);
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
}
// Apply result from previous frame navigation directional move request
@ -3203,8 +3326,6 @@ static void ImGui::NavUpdate()
NavUpdateWindowing();
// Set output flags for user application
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
@ -3297,6 +3418,45 @@ static void ImGui::NavUpdate()
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
}
// PageUp/PageDown scroll
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
{
ImGuiWindow* window = g.NavWindow;
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
{
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
}
else
{
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
{
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
}
}
}
if (g.NavMoveDir != ImGuiDir_None)
{
g.NavMoveRequest = true;
@ -3316,7 +3476,7 @@ static void ImGui::NavUpdate()
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
@ -3344,6 +3504,7 @@ static void ImGui::NavUpdate()
// Reset search results
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
@ -3364,6 +3525,7 @@ static void ImGui::NavUpdate()
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0);
g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
@ -3822,7 +3984,8 @@ static void ImGui::UpdateMouseInputs()
{
if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
{
if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
g.IO.MouseDoubleClicked[i] = true;
g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click
}
@ -3836,10 +3999,11 @@ static void ImGui::UpdateMouseInputs()
}
else if (g.IO.MouseDown[i])
{
ImVec2 mouse_delta = g.IO.MousePos - g.IO.MouseClickedPos[i];
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, mouse_delta.x < 0.0f ? -mouse_delta.x : mouse_delta.x);
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y);
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta));
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
}
if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
g.NavDisableMouseHover = false;
@ -4017,6 +4181,7 @@ void ImGui::NewFrame()
ClearActiveID();
if (g.ActiveId)
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false;
g.ActiveIdIsJustActivated = false;
@ -5179,9 +5344,14 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
return;
}
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
ImRect unclipped_rect = window->ClipRect;
if (g.NavMoveRequest)
unclipped_rect.Add(g.NavScoringRectScreen);
const ImVec2 pos = window->DC.CursorPos;
int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
@ -7125,7 +7295,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.ChildWindows.resize(0);
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.ItemFlags = ImGuiItemFlags_Default_;
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);
@ -12144,28 +12314,28 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrentLineTextBaseOffset;
ImRect bb(pos, pos + size);
ItemSize(bb);
ImRect bb_inner(pos, pos + size);
ItemSize(bb_inner);
// Fill horizontal space.
ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb_with_spacing(pos, pos + size_draw);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb_with_spacing.Max.x += window_padding.x;
bb.Max.x += window_padding.x;
// Selectables are tightly packed together, we extend the box to cover spacing between selectable.
float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
float spacing_R = style.ItemSpacing.x - spacing_L;
float spacing_D = style.ItemSpacing.y - spacing_U;
bb_with_spacing.Min.x -= spacing_L;
bb_with_spacing.Min.y -= spacing_U;
bb_with_spacing.Max.x += spacing_R;
bb_with_spacing.Max.y += spacing_D;
if (!ItemAdd(bb_with_spacing, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U;
bb.Max.x += spacing_R;
bb.Max.y += spacing_D;
if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
PushColumnClipRect();
@ -12180,7 +12350,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
bool hovered, held;
bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
@ -12196,18 +12366,18 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (hovered || selected)
{
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
{
PushColumnClipRect();
bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);
bb.Max.x -= (GetContentRegionMax().x - max_x);
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
@ -14068,6 +14238,7 @@ void ImGui::ClearDragDrop()
ImGuiContext& g = *GImGui;
g.DragDropActive = false;
g.DragDropPayload.Clear();
g.DragDropAcceptFlags = 0;
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropAcceptFrameCount = -1;
@ -14152,16 +14323,15 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
// FIXME-DRAG
//SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding);
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :(
// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
SetNextWindowPos(tooltip_pos);
PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f));
BeginTooltip();
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
BeginDragDropTooltip();
if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
{
ImGuiWindow* tooltip_window = g.CurrentWindow;
tooltip_window->SkipItems = true;
tooltip_window->HiddenFrames = 1;
}
}
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
@ -14178,17 +14348,32 @@ void ImGui::EndDragDropSource()
IM_ASSERT(g.DragDropActive);
if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
EndTooltip();
PopStyleColor();
//PopStyleVar();
}
EndDragDropTooltip();
// Discard the drag if have not called SetDragDropPayload()
if (g.DragDropPayload.DataFrameCount == -1)
ClearDragDrop();
}
void ImGui::BeginDragDropTooltip()
{
// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
// Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
ImGuiContext& g = *GImGui;
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
SetNextWindowPos(tooltip_pos);
SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
BeginTooltipEx(0, true);
}
void ImGui::EndDragDropTooltip()
{
EndTooltip();
}
// Use 'cond' to choose to submit payload on drag start or every frame
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
{
@ -14198,7 +14383,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
@ -14302,6 +14487,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
float r_surface = r.GetWidth() * r.GetHeight();
if (r_surface < g.DragDropAcceptIdCurrRectSurface)
{
g.DragDropAcceptFlags = flags;
g.DragDropAcceptIdCurr = g.DragDropTargetId;
g.DragDropAcceptIdCurrRectSurface = r_surface;
}