diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 851ccea1..07df7e8b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,17 @@ HOW TO UPDATE? the ID, as a convenience to avoid using the ### operator. +----------------------------------------------------------------------- + VERSION 1.67 (In Progress) +----------------------------------------------------------------------- + +Breaking Changes: + +Other Changes: + +- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) + + ----------------------------------------------------------------------- VERSION 1.66 (Released 2018-11-22) ----------------------------------------------------------------------- diff --git a/docs/TODO.txt b/docs/TODO.txt index daa34789..80b45931 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -306,14 +306,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: move ImGui::NewFrame() out of the backend _NewFrame() ? - viewport: make it possible to have no main/hosting viewport + - viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without + on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous. + - viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front. - viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size) - viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.) - viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for. - - viewport: vulkan renderer implementation. + - viewport: implicit Debug window can hog a zombie viewport (harmless, noisy?) - viewport: need to clarify how to use GetMousePos() from a user point of view. - platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport. - platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it). + - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32). - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index d357d5de..f1cc1cfc 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -409,6 +409,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); data->WindowOwned = true; viewport->PlatformHandle = (void*)data->Window; + glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); // Install callbacks for secondary viewports glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); @@ -547,6 +548,12 @@ static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0; } +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0; +} + #if GLFW_HAS_WINDOW_ALPHA static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { @@ -667,6 +674,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface() platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 2917a421..af029142 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -10,6 +10,7 @@ // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -18,6 +19,7 @@ // 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. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. @@ -82,7 +84,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) @@ -472,6 +475,12 @@ static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; } +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; @@ -543,6 +552,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 3d528da3..ac1d7e54 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -24,4 +24,4 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* s IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index fb753794..b040bd97 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -536,6 +536,13 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) return ::GetActiveWindow() == data->Hwnd; } +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + return ::IsIconic(data->Hwnd) != 0; +} + static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) { // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. @@ -683,6 +690,7 @@ static void ImGui_ImplWin32_InitPlatformInterface() platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; diff --git a/imgui.cpp b/imgui.cpp index 960c8c25..c9bdf274 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. @@ -3491,7 +3491,6 @@ void ImGui::Initialize(ImGuiContext* context) ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; viewport->Idx = 0; - viewport->CreatedPlatformWindow = true; // Set this flag so DestroyPlatformWindows() gives a chance for backend to receive DestroyWindow calls for the main viewport. g.Viewports.push_back(viewport); g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) g.PlatformIO.Viewports.push_back(g.Viewports[0]); @@ -7406,7 +7405,7 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport) + if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport || viewport->PlatformIsMinimized) return false; if (!viewport->GetRect().Contains(window->Rect())) return false; @@ -7451,7 +7450,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos)) + if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && !viewport->PlatformIsMinimized && viewport->GetRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) best_candidate = viewport; } @@ -7502,12 +7501,18 @@ static void ImGui::UpdateViewports() if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { + if (g.PlatformIO.Platform_GetWindowMinimized && (n == 0 || viewport->CreatedPlatformWindow)) + viewport->PlatformIsMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + // Apply Position and Size (from Platform Window to ImGui) if requested. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. - if (viewport->PlatformRequestMove) - viewport->Pos = g.PlatformIO.Platform_GetWindowPos(viewport); - if (viewport->PlatformRequestResize) - viewport->Size = g.PlatformIO.Platform_GetWindowSize(viewport); + if (!viewport->PlatformIsMinimized) + { + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } // Translate imgui windows when a Host Viewport has been moved ImVec2 delta = viewport->Pos - viewport->LastPos; @@ -7718,6 +7723,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } + // Fallback to default viewport + if (window->Viewport == NULL) + window->Viewport = main_viewport; + // Mark window as allowed to protrude outside of its viewport and into the current monitor // We need to take account of the possibility that mouse may become invalid. if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) @@ -7727,8 +7736,6 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) bool mouse_valid = IsMousePosValid(&mouse_ref); if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); - else - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) { @@ -7749,11 +7756,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) } } - // Fallback to default viewport - if (window->Viewport == NULL) - window->Viewport = main_viewport; - - if (window->ViewportAllowPlatformMonitorExtend < 0) + if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; // Update flags @@ -7822,18 +7825,20 @@ void ImGui::UpdatePlatformWindows() if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); viewport->LastNameHash = 0; - viewport->RendererLastSize = viewport->Size; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Platform_SetWindowSize before Platform_ShowWindow + viewport->LastRendererSize = viewport->Size; viewport->CreatedPlatformWindow = true; } // Apply Position and Size (from ImGui to Platform/Renderer back-ends) - if (!viewport->PlatformRequestMove) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); - if (!viewport->PlatformRequestResize) + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); - if (g.PlatformIO.Renderer_SetWindowSize && (viewport->RendererLastSize.x != viewport->Size.x || viewport->RendererLastSize.y != viewport->Size.y)) + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); - viewport->RendererLastSize = viewport->Size; + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; // Update title bar (if it changed) if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) @@ -7873,11 +7878,12 @@ void ImGui::UpdatePlatformWindows() } // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++) - if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL || g.Viewports[i]->CreatedPlatformWindow) + if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL) if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i])) focused_viewport = g.Viewports[i]; if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID) @@ -7960,9 +7966,9 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow) + if (g.PlatformIO.Renderer_DestroyWindow) g.PlatformIO.Renderer_DestroyWindow(viewport); - if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow) + if (g.PlatformIO.Platform_DestroyWindow) g.PlatformIO.Platform_DestroyWindow(viewport); IM_ASSERT(viewport->RendererUserData == NULL); IM_ASSERT(viewport->PlatformUserData == NULL); @@ -7973,15 +7979,15 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) void ImGui::DestroyPlatformWindows() { - // We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data - // have stored in e.g. PlatformUserData, RendererUserData. It can be convenient for the platform back-end code to - // store something in the main viewport, in order for e.g. the mouse handling code to work in a more generic manner. + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. // It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) - if (g.Viewports[i]->CreatedPlatformWindow) - DestroyPlatformWindow(g.Viewports[i]); + DestroyPlatformWindow(g.Viewports[i]); } //----------------------------------------------------------------------------- @@ -12986,7 +12992,8 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp ImVec2 scale = bb.GetSize() / viewport->Size; ImVec2 off = bb.Min - viewport->Pos * scale; - window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.40f)); + float alpha_mul = viewport->PlatformIsMinimized ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* thumb_window = g.Windows[i]; @@ -13004,13 +13011,13 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp thumb_r_scaled.ClipWithFull(bb); title_r_scaled.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); - window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg)); - window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg)); - window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border)); + window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window)) - window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); } - draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border)); + draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); } void ImGui::ShowViewportThumbnails() @@ -13192,10 +13199,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiWindowFlags flags = viewport->Flags; ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } - ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags, + ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags, (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : ""); + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", viewport->PlatformIsMinimized ? ", PlatformIsMinimized" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); diff --git a/imgui.h b/imgui.h index 6721b0ac..4fa1f2a6 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 WIP // (headers) // See imgui.cpp file for documentation. @@ -23,8 +23,8 @@ // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.66" -#define IMGUI_VERSION_NUM 16601 +#define IMGUI_VERSION "1.67 WIP" +#define IMGUI_VERSION_NUM 16700 #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 @@ -2139,6 +2139,7 @@ struct ImGuiPlatformIO ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // Move window to front and set input focus bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title); void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a0233678..a2c5a85f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 74fa4c9b..b1c16bcb 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 682c91ef..74a58135 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 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! @@ -224,28 +224,29 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer -// Creation/Erasure invalidate all pointers, but indexes are valid as long as the object lifetime. +// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; template struct IMGUI_API ImPool { ImVector Data; // Contiguous data ImGuiStorage Map; // ID->Index - int FreeIdx; // Next free idx to use + ImPoolIdx FreeIdx; // Next free idx to use ImPool() { FreeIdx = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } - T* GetByIndex(int n) { return &Data[n]; } - int GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (int)(p - Data.Data); } + T* GetByIndex(ImPoolIdx n) { return &Data[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, int idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Data.Size; } }; -typedef int ImPoolIdx; //----------------------------------------------------------------------------- // Types @@ -665,13 +666,16 @@ struct ImGuiViewportP : public ImGuiViewport float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; int PlatformMonitor; + bool PlatformIsMinimized; ImGuiWindow* Window; // Set when the viewport is owned by a window ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set) ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; - ImVec2 RendererLastSize; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; - ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); } + ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; PlatformIsMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } ~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); } ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 79bd361f..d9d3e34f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.66 +// dear imgui, v1.67 WIP // (widgets code) /*