Merge branch 'master' into viewport

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar
2018-05-14 13:15:21 +02:00
9 changed files with 215 additions and 105 deletions

View File

@ -1,4 +1,4 @@
// dear imgui, v1.61 WIP
// dear imgui, v1.61
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -267,17 +267,18 @@
- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayMin..DisplayMax range, I don't know of anyone using it)
- 2018/05/03 (1.61) - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", we are not using integers internally any more.
- 2018/05/03 (1.61) - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
consistent with other functions. Kept redirection functions (will obsolete).
- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
- 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
- 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
- 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
@ -669,7 +670,6 @@
#include "imgui_internal.h"
#include <ctype.h> // toupper, isprint
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
@ -1437,7 +1437,7 @@ void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float&
}
const float chroma = r - (g < b ? g : b);
out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
out_s = chroma / (r + 1e-20f);
out_v = r;
}
@ -1453,7 +1453,7 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
return;
}
h = fmodf(h, 1.0f) / (60.0f/360.0f);
h = ImFmod(h, 1.0f) / (60.0f/360.0f);
int i = (int)h;
float f = h - (float)i;
float p = v * (1.0f - s);
@ -2221,7 +2221,7 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
{
if (fabsf(dx) > fabsf(dy))
if (ImFabs(dx) > ImFabs(dy))
return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}
@ -2270,12 +2270,12 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
if (dby != 0.0f && dbx != 0.0f)
dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
float dist_box = fabsf(dbx) + fabsf(dby);
float dist_box = ImFabs(dbx) + ImFabs(dby);
// Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
float dist_center = fabsf(dcx) + fabsf(dcy); // L1 metric (need this for our connectedness guarantee)
float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
// Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
ImGuiDir quadrant;
@ -3350,7 +3350,7 @@ static void ImGui::NavUpdate()
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.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 fabsf() calls in NavScoreItem().
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().
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
@ -5299,7 +5299,7 @@ bool ImGui::IsMouseClicked(int button, bool repeat)
if (repeat && t > g.IO.KeyRepeatDelay)
{
float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
return true;
}
@ -9683,7 +9683,7 @@ static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_
while (*p == ' ')
p++;
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
v = (TYPE)atof(p);
v = (TYPE)ImAtof(p);
else
ImAtoi(p, (SIGNEDTYPE*)&v);
return v;
@ -9798,8 +9798,8 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
}
else
{
if (v_max - v_min <= 100.0f || v_max - v_min >= -100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)(v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
delta /= 100.0f;
}
@ -9830,7 +9830,7 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
{
// Positive: rescale to the positive range before powering
float a;
if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)
if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f)
a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
else
a = clicked_t;
@ -10164,7 +10164,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
int decimal_precision = ImParseFormatPrecision(format, 3);
int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
@ -10274,7 +10274,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
return false;
if (power != 1.0f)
IM_ASSERT(v_min != v_max); // When using a power curve the drag needs to have known bounds
IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
@ -11599,7 +11599,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
// Draw blinking cursor
bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
@ -12450,7 +12450,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
@ -12802,15 +12802,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
const float w_items_all = CalcItemWidth() - w_extra;
const char* label_display_end = FindRenderedTextEnd(label);
const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
const int components = alpha ? 4 : 3;
const ImGuiColorEditFlags flags_untouched = flags;
BeginGroup();
PushID(label);
// If we're not showing any slider there's no point in doing any HSV conversions
const ImGuiColorEditFlags flags_untouched = flags;
if (flags & ImGuiColorEditFlags_NoInputs)
flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions;
@ -12827,6 +12823,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));
const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
const int components = alpha ? 4 : 3;
// Convert to the formats we need
float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
if (flags & ImGuiColorEditFlags_HSV)
@ -13090,13 +13090,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
{
// Interactive with Hue wheel
H = atan2f(current_off.y, current_off.x) / IM_PI*0.5f;
H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
if (H < 0.0f)
H += 1.0f;
value_changed = value_changed_h = true;
}
float cos_hue_angle = cosf(-H * 2.0f * IM_PI);
float sin_hue_angle = sinf(-H * 2.0f * IM_PI);
float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
{
// Interacting with SV triangle
@ -13242,14 +13242,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
}
// Render Cursor + preview on Hue Wheel
float cos_hue_angle = cosf(H * 2.0f * IM_PI);
float sin_hue_angle = sinf(H * 2.0f * IM_PI);
float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);