Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users to a solution + fixed our stb wrappers.

+ Nav: Use nav layer enum, comments.
This commit is contained in:
omar
2020-04-03 12:14:03 +02:00
parent b7e1b13ca7
commit cc0d4e346a
6 changed files with 25 additions and 15 deletions

View File

@ -6718,6 +6718,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
// Check user IM_ASSERT macro
// (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!
if (true) IM_ASSERT(1); else IM_ASSERT(0);
// Check user data
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
IM_ASSERT(g.Initialized);
@ -7631,7 +7639,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
}
else
{
if (g.NavLayer == 0 && focus_window)
if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
focus_window = NavRestoreLastChildNavWindow(focus_window);
FocusWindow(focus_window);
}
@ -8110,7 +8118,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
// 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
{
result->DistAxial = dist_axial;
@ -8221,7 +8229,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != ImGuiNavLayer_Main)
return;
IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
ImRect bb_rel = window->NavRectRel[0];
@ -8466,7 +8474,7 @@ static void ImGui::NavUpdate()
// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
if (g.NavWindow)
NavSaveLastChildNavWindowIntoParent(g.NavWindow);
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
g.NavWindow->NavLastChildNavWindow = NULL;
// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
@ -8503,7 +8511,7 @@ static void ImGui::NavUpdate()
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
else if (g.NavLayer != 0)
else if (g.NavLayer != ImGuiNavLayer_Main)
{
// Leave the "menu" layer
NavRestoreLayer(ImGuiNavLayer_Main);
@ -8625,7 +8633,7 @@ static void ImGui::NavUpdate()
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
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
@ -8688,7 +8696,7 @@ static void ImGui::NavUpdateMoveResult()
IM_ASSERT(g.NavWindow && result->Window);
// Scroll to keep newly navigated item fully into view.
if (g.NavLayer == 0)
if (g.NavLayer == ImGuiNavLayer_Main)
{
ImVec2 delta_scroll;
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
@ -8727,7 +8735,7 @@ static float ImGui::NavUpdatePageUpPageDown()
ImGuiContext& g = *GImGui;
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
return 0.0f;
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0)
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
return 0.0f;
ImGuiWindow* window = g.NavWindow;