Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2020-12-03 20:05:49 +01:00
17 changed files with 407 additions and 242 deletions

118
imgui.cpp
View File

@ -382,6 +382,7 @@ CODE
- 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
- 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
- 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
- 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
@ -1469,7 +1470,7 @@ static const ImU32 GCrc32LookupTable[256] =
// Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
{
ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p;
@ -1485,7 +1486,7 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
// - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
{
seed = ~seed;
ImU32 crc = seed;
@ -2224,7 +2225,7 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiColumns* columns = window->DC.CurrentColumns)
if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
}
@ -2844,7 +2845,7 @@ ImGuiWindow::~ImGuiWindow()
IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name);
for (int i = 0; i != ColumnsStorage.Size; i++)
ColumnsStorage[i].~ImGuiColumns();
ColumnsStorage[i].~ImGuiOldColumns();
}
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
@ -3544,7 +3545,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
if (root_window != NULL && !is_closed_popup)
{
StartMouseMovingWindow(g.HoveredWindow);
StartMouseMovingWindow(g.HoveredWindow); //-V595
// Cancel moving if clicked outside of title bar
if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
@ -6651,10 +6652,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1;
IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
if (!g.LogEnabled)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1;
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
@ -7045,7 +7047,7 @@ bool ImGui::IsWindowDocked()
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
return window->Active && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
return window->WasActive && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
float ImGui::GetWindowWidth()
@ -7523,8 +7525,8 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
// (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!
// If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
// This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
// #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong!
// #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct!
// #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
// #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
if (true) IM_ASSERT(1); else IM_ASSERT(0);
// Check user data
@ -7533,21 +7535,21 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
// Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigWindowsResizeFromEdges = false;
@ -7605,6 +7607,9 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(key_mod_flags);
// Recover from errors
//ErrorCheckEndFrameRecover();
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
if (g.CurrentWindowStack.Size != 1)
@ -7624,6 +7629,80 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
}
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
// Must be called during or before EndFrame().
// This is generally flawed as we are not necessarily End/Popping things in the right order.
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
// FIXME: Can't recover from interleaved BeginTabBar/Begin
void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
// PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
ImGuiContext& g = *GImGui;
while (g.CurrentWindowStack.Size > 0)
{
#ifdef IMGUI_HAS_TABLE
while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
EndTable();
}
#endif
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window != NULL);
while (g.CurrentTabBar != NULL) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
EndTabBar();
}
while (window->DC.TreeDepth > 0)
{
if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
TreePop();
}
while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
EndGroup();
}
while (window->IDStack.Size > 1)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
PopID();
}
while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
PopStyleColor();
}
while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
}
if (g.CurrentWindowStack.Size == 1)
{
IM_ASSERT(g.CurrentWindow->IsFallbackWindow);
break;
}
IM_ASSERT(window == g.CurrentWindow);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
EndChild();
}
else
{
if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
End();
}
}
}
// Save current stack sizes for later compare
void ImGuiStackSizes::SetToCurrentState()
{
@ -7643,6 +7722,7 @@ void ImGuiStackSizes::CompareWithCurrentState()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_UNUSED(window);
// Window stacks
// NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
@ -15863,7 +15943,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
// [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiColumns* columns)
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{
if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return;
@ -16212,7 +16292,7 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
#else
void ImGui::ShowMetricsWindow(bool*) {}
void ImGui::DebugNodeColumns(ImGuiColumns*) {}
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}