mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-10-31 13:11:05 +01:00 
			
		
		
		
	Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # examples/imgui_examples.sln # imgui.cpp # imgui.h
This commit is contained in:
		
							
								
								
									
										8
									
								
								.github/issue_template.md
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										8
									
								
								.github/issue_template.md
									
									
									
									
										vendored
									
									
								
							| @@ -1,12 +1,12 @@ | ||||
| (Click "Preview" above ^ to turn URL into clickable links) | ||||
|  | ||||
| 1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) | ||||
| 1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS,  please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). | ||||
|  | ||||
| 2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261) | ||||
| 2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) | ||||
|  | ||||
| 3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS,  please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). | ||||
| 3. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261) | ||||
|  | ||||
| 4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2). | ||||
| 4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the links above. | ||||
|  | ||||
| 5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. | ||||
|  | ||||
|   | ||||
							
								
								
									
										6
									
								
								.github/pull_request_template.md
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										6
									
								
								.github/pull_request_template.md
									
									
									
									
										vendored
									
									
								
							| @@ -1,6 +1,6 @@ | ||||
| (Click "Preview" to turn any http URL into a clickable link) | ||||
|  | ||||
| PLEASE CAREFULLY READ: | ||||
| https://github.com/ocornut/imgui/issues/2261 | ||||
| 1. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261) | ||||
|  | ||||
| 2. Clear this template before submitting your PR. | ||||
|  | ||||
| (Clear this template before submitting your PR) | ||||
|   | ||||
							
								
								
									
										12
									
								
								.github/workflows/build.yml
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										12
									
								
								.github/workflows/build.yml
									
									
									
									
										vendored
									
									
								
							| @@ -226,6 +226,18 @@ jobs: | ||||
|         make -C examples/example_null clean | ||||
|         CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1 | ||||
|  | ||||
|     - name: Build example_null (extra warnings, empty IM_ASSERT) | ||||
|       run: | | ||||
|           cat > example_single_file.cpp <<'EOF' | ||||
|  | ||||
|           #define IM_ASSERT(x) | ||||
|           #define IMGUI_IMPLEMENTATION | ||||
|           #include "misc/single_file/imgui_single_file.h" | ||||
|           #include "examples/example_null/main.cpp" | ||||
|  | ||||
|           EOF | ||||
|           g++ -I. -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp | ||||
|  | ||||
|     - name: Build example_null (freetype) | ||||
|       run: | | ||||
|         make -C examples/example_null clean | ||||
|   | ||||
| @@ -171,9 +171,15 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Draw | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||||
|                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply scissor/clipping rectangle, Draw | ||||
|                 ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); | ||||
|                 al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); | ||||
|                 al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x, clip_max.y); | ||||
|                 al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); | ||||
|             } | ||||
|             idx_offset += pcmd->ElemCount; | ||||
|   | ||||
| @@ -259,8 +259,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||||
|                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply scissor/clipping rectangle | ||||
|                 const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; | ||||
|                 const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||||
|                 ctx->RSSetScissorRects(1, &r); | ||||
|  | ||||
|                 // Bind texture, Draw | ||||
|   | ||||
| @@ -269,8 +269,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||||
|                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply scissor/clipping rectangle | ||||
|                 const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; | ||||
|                 const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||||
|                 ctx->RSSetScissorRects(1, &r); | ||||
|  | ||||
|                 // Bind texture, Draw | ||||
|   | ||||
| @@ -337,10 +337,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Apply Scissor, Bind texture, Draw | ||||
|                 const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; | ||||
|                 if (r.right > r.left && r.bottom > r.top) | ||||
|                 { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||||
|                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply Scissor/clipping rectangle, Bind texture, Draw | ||||
|                 const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||||
|                 D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; | ||||
|                 texture_handle.ptr = (UINT64)pcmd->GetTexID(); | ||||
|                 ctx->SetGraphicsRootDescriptorTable(1, texture_handle); | ||||
| @@ -348,7 +352,6 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL | ||||
|                 ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | ||||
|             } | ||||
|         } | ||||
|         } | ||||
|         global_idx_offset += cmd_list->IdxBuffer.Size; | ||||
|         global_vtx_offset += cmd_list->VtxBuffer.Size; | ||||
|     } | ||||
|   | ||||
| @@ -256,7 +256,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||||
|                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply Scissor/clipping rectangle, Bind texture, Draw | ||||
|                 const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||||
|                 const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); | ||||
|                 bd->pd3dDevice->SetTexture(0, texture); | ||||
|                 bd->pd3dDevice->SetScissorRect(&r); | ||||
|   | ||||
| @@ -14,6 +14,7 @@ | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) | ||||
| //  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | ||||
| //  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. | ||||
| //  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. | ||||
| @@ -506,25 +507,27 @@ void ImGui_ImplMetal_DestroyDeviceObjects() | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec4 clip_rect; | ||||
|                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; | ||||
|                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; | ||||
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||||
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||||
|  | ||||
|                 // Clamp to viewport as setScissorRect() won't accept values that are off bounds | ||||
|                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | ||||
|                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | ||||
|                 if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } | ||||
|                 if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) | ||||
|                 { | ||||
|                 // Apply scissor/clipping rectangle | ||||
|                 MTLScissorRect scissorRect = | ||||
|                 { | ||||
|                         .x = NSUInteger(clip_rect.x), | ||||
|                         .y = NSUInteger(clip_rect.y), | ||||
|                         .width = NSUInteger(clip_rect.z - clip_rect.x), | ||||
|                         .height = NSUInteger(clip_rect.w - clip_rect.y) | ||||
|                     .x = NSUInteger(clip_min.x), | ||||
|                     .y = NSUInteger(clip_min.y), | ||||
|                     .width = NSUInteger(clip_max.x - clip_min.x), | ||||
|                     .height = NSUInteger(clip_max.y - clip_min.y) | ||||
|                 }; | ||||
|                 [commandEncoder setScissorRect:scissorRect]; | ||||
|  | ||||
|  | ||||
|                 // Bind texture, Draw | ||||
|                 if (ImTextureID tex_id = pcmd->GetTexID()) | ||||
|                     [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0]; | ||||
| @@ -537,7 +540,6 @@ void ImGui_ImplMetal_DestroyDeviceObjects() | ||||
|                                     indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; | ||||
|             } | ||||
|         } | ||||
|         } | ||||
|  | ||||
|         vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); | ||||
|         indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); | ||||
|   | ||||
| @@ -211,22 +211,18 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec4 clip_rect; | ||||
|                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; | ||||
|                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; | ||||
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||||
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) | ||||
|                 { | ||||
|                     // Apply scissor/clipping rectangle | ||||
|                     glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); | ||||
|                 // Apply scissor/clipping rectangle (Y is inverted in OpenGL) | ||||
|                 glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); | ||||
|  | ||||
|                 // Bind texture, Draw | ||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); | ||||
|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); | ||||
|             } | ||||
|             } | ||||
|             idx_buffer += pcmd->ElemCount; | ||||
|         } | ||||
|     } | ||||
|   | ||||
| @@ -16,6 +16,7 @@ | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | ||||
| //  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. | ||||
| //  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. | ||||
| //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). | ||||
| //  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. | ||||
| @@ -106,6 +107,9 @@ | ||||
| #include <GLES2/gl2ext.h> | ||||
| #endif | ||||
| #elif defined(IMGUI_IMPL_OPENGL_ES3) | ||||
| #if defined(__APPLE__) | ||||
| #include <TargetConditionals.h> | ||||
| #endif | ||||
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) | ||||
| #include <OpenGLES/ES3/gl.h>    // Use GL ES 3 | ||||
| #else | ||||
| @@ -449,16 +453,13 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec4 clip_rect; | ||||
|                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; | ||||
|                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; | ||||
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||||
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) | ||||
|                 { | ||||
|                     // Apply scissor/clipping rectangle | ||||
|                     glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); | ||||
|                 // Apply scissor/clipping rectangle (Y is inverted in OpenGL) | ||||
|                 glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); | ||||
|  | ||||
|                 // Bind texture, Draw | ||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); | ||||
| @@ -471,7 +472,6 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|     } | ||||
|  | ||||
|     // Destroy the temporary VAO | ||||
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY | ||||
| @@ -636,7 +636,7 @@ bool    ImGui_ImplOpenGL3_CreateDeviceObjects() | ||||
|         "}\n"; | ||||
|  | ||||
|     const GLchar* vertex_shader_glsl_300_es = | ||||
|         "precision mediump float;\n" | ||||
|         "precision highp float;\n" | ||||
|         "layout (location = 0) in vec2 Position;\n" | ||||
|         "layout (location = 1) in vec2 UV;\n" | ||||
|         "layout (location = 2) in vec4 Color;\n" | ||||
|   | ||||
| @@ -43,7 +43,7 @@ IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects(); | ||||
|  | ||||
| // Try to detect GLES on matching platforms | ||||
| #if defined(__APPLE__) | ||||
| #include "TargetConditionals.h" | ||||
| #include <TargetConditionals.h> | ||||
| #endif | ||||
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) | ||||
| #define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es" | ||||
|   | ||||
| @@ -473,61 +473,61 @@ union GL3WProcs { | ||||
|     } gl; | ||||
| }; | ||||
|  | ||||
| GL3W_API extern union GL3WProcs gl3wProcs; | ||||
| GL3W_API extern union GL3WProcs imgl3wProcs; | ||||
|  | ||||
| /* OpenGL functions */ | ||||
| #define glActiveTexture                  gl3wProcs.gl.ActiveTexture | ||||
| #define glAttachShader                   gl3wProcs.gl.AttachShader | ||||
| #define glBindBuffer                     gl3wProcs.gl.BindBuffer | ||||
| #define glBindSampler                    gl3wProcs.gl.BindSampler | ||||
| #define glBindTexture                    gl3wProcs.gl.BindTexture | ||||
| #define glBindVertexArray                gl3wProcs.gl.BindVertexArray | ||||
| #define glBlendEquation                  gl3wProcs.gl.BlendEquation | ||||
| #define glBlendEquationSeparate          gl3wProcs.gl.BlendEquationSeparate | ||||
| #define glBlendFuncSeparate              gl3wProcs.gl.BlendFuncSeparate | ||||
| #define glBufferData                     gl3wProcs.gl.BufferData | ||||
| #define glClear                          gl3wProcs.gl.Clear | ||||
| #define glClearColor                     gl3wProcs.gl.ClearColor | ||||
| #define glCompileShader                  gl3wProcs.gl.CompileShader | ||||
| #define glCreateProgram                  gl3wProcs.gl.CreateProgram | ||||
| #define glCreateShader                   gl3wProcs.gl.CreateShader | ||||
| #define glDeleteBuffers                  gl3wProcs.gl.DeleteBuffers | ||||
| #define glDeleteProgram                  gl3wProcs.gl.DeleteProgram | ||||
| #define glDeleteShader                   gl3wProcs.gl.DeleteShader | ||||
| #define glDeleteTextures                 gl3wProcs.gl.DeleteTextures | ||||
| #define glDeleteVertexArrays             gl3wProcs.gl.DeleteVertexArrays | ||||
| #define glDetachShader                   gl3wProcs.gl.DetachShader | ||||
| #define glDisable                        gl3wProcs.gl.Disable | ||||
| #define glDrawElements                   gl3wProcs.gl.DrawElements | ||||
| #define glDrawElementsBaseVertex         gl3wProcs.gl.DrawElementsBaseVertex | ||||
| #define glEnable                         gl3wProcs.gl.Enable | ||||
| #define glEnableVertexAttribArray        gl3wProcs.gl.EnableVertexAttribArray | ||||
| #define glGenBuffers                     gl3wProcs.gl.GenBuffers | ||||
| #define glGenTextures                    gl3wProcs.gl.GenTextures | ||||
| #define glGenVertexArrays                gl3wProcs.gl.GenVertexArrays | ||||
| #define glGetAttribLocation              gl3wProcs.gl.GetAttribLocation | ||||
| #define glGetIntegerv                    gl3wProcs.gl.GetIntegerv | ||||
| #define glGetProgramInfoLog              gl3wProcs.gl.GetProgramInfoLog | ||||
| #define glGetProgramiv                   gl3wProcs.gl.GetProgramiv | ||||
| #define glGetShaderInfoLog               gl3wProcs.gl.GetShaderInfoLog | ||||
| #define glGetShaderiv                    gl3wProcs.gl.GetShaderiv | ||||
| #define glGetString                      gl3wProcs.gl.GetString | ||||
| #define glGetStringi                     gl3wProcs.gl.GetStringi | ||||
| #define glGetUniformLocation             gl3wProcs.gl.GetUniformLocation | ||||
| #define glIsEnabled                      gl3wProcs.gl.IsEnabled | ||||
| #define glLinkProgram                    gl3wProcs.gl.LinkProgram | ||||
| #define glPixelStorei                    gl3wProcs.gl.PixelStorei | ||||
| #define glPolygonMode                    gl3wProcs.gl.PolygonMode | ||||
| #define glReadPixels                     gl3wProcs.gl.ReadPixels | ||||
| #define glScissor                        gl3wProcs.gl.Scissor | ||||
| #define glShaderSource                   gl3wProcs.gl.ShaderSource | ||||
| #define glTexImage2D                     gl3wProcs.gl.TexImage2D | ||||
| #define glTexParameteri                  gl3wProcs.gl.TexParameteri | ||||
| #define glUniform1i                      gl3wProcs.gl.Uniform1i | ||||
| #define glUniformMatrix4fv               gl3wProcs.gl.UniformMatrix4fv | ||||
| #define glUseProgram                     gl3wProcs.gl.UseProgram | ||||
| #define glVertexAttribPointer            gl3wProcs.gl.VertexAttribPointer | ||||
| #define glViewport                       gl3wProcs.gl.Viewport | ||||
| #define glActiveTexture                  imgl3wProcs.gl.ActiveTexture | ||||
| #define glAttachShader                   imgl3wProcs.gl.AttachShader | ||||
| #define glBindBuffer                     imgl3wProcs.gl.BindBuffer | ||||
| #define glBindSampler                    imgl3wProcs.gl.BindSampler | ||||
| #define glBindTexture                    imgl3wProcs.gl.BindTexture | ||||
| #define glBindVertexArray                imgl3wProcs.gl.BindVertexArray | ||||
| #define glBlendEquation                  imgl3wProcs.gl.BlendEquation | ||||
| #define glBlendEquationSeparate          imgl3wProcs.gl.BlendEquationSeparate | ||||
| #define glBlendFuncSeparate              imgl3wProcs.gl.BlendFuncSeparate | ||||
| #define glBufferData                     imgl3wProcs.gl.BufferData | ||||
| #define glClear                          imgl3wProcs.gl.Clear | ||||
| #define glClearColor                     imgl3wProcs.gl.ClearColor | ||||
| #define glCompileShader                  imgl3wProcs.gl.CompileShader | ||||
| #define glCreateProgram                  imgl3wProcs.gl.CreateProgram | ||||
| #define glCreateShader                   imgl3wProcs.gl.CreateShader | ||||
| #define glDeleteBuffers                  imgl3wProcs.gl.DeleteBuffers | ||||
| #define glDeleteProgram                  imgl3wProcs.gl.DeleteProgram | ||||
| #define glDeleteShader                   imgl3wProcs.gl.DeleteShader | ||||
| #define glDeleteTextures                 imgl3wProcs.gl.DeleteTextures | ||||
| #define glDeleteVertexArrays             imgl3wProcs.gl.DeleteVertexArrays | ||||
| #define glDetachShader                   imgl3wProcs.gl.DetachShader | ||||
| #define glDisable                        imgl3wProcs.gl.Disable | ||||
| #define glDrawElements                   imgl3wProcs.gl.DrawElements | ||||
| #define glDrawElementsBaseVertex         imgl3wProcs.gl.DrawElementsBaseVertex | ||||
| #define glEnable                         imgl3wProcs.gl.Enable | ||||
| #define glEnableVertexAttribArray        imgl3wProcs.gl.EnableVertexAttribArray | ||||
| #define glGenBuffers                     imgl3wProcs.gl.GenBuffers | ||||
| #define glGenTextures                    imgl3wProcs.gl.GenTextures | ||||
| #define glGenVertexArrays                imgl3wProcs.gl.GenVertexArrays | ||||
| #define glGetAttribLocation              imgl3wProcs.gl.GetAttribLocation | ||||
| #define glGetIntegerv                    imgl3wProcs.gl.GetIntegerv | ||||
| #define glGetProgramInfoLog              imgl3wProcs.gl.GetProgramInfoLog | ||||
| #define glGetProgramiv                   imgl3wProcs.gl.GetProgramiv | ||||
| #define glGetShaderInfoLog               imgl3wProcs.gl.GetShaderInfoLog | ||||
| #define glGetShaderiv                    imgl3wProcs.gl.GetShaderiv | ||||
| #define glGetString                      imgl3wProcs.gl.GetString | ||||
| #define glGetStringi                     imgl3wProcs.gl.GetStringi | ||||
| #define glGetUniformLocation             imgl3wProcs.gl.GetUniformLocation | ||||
| #define glIsEnabled                      imgl3wProcs.gl.IsEnabled | ||||
| #define glLinkProgram                    imgl3wProcs.gl.LinkProgram | ||||
| #define glPixelStorei                    imgl3wProcs.gl.PixelStorei | ||||
| #define glPolygonMode                    imgl3wProcs.gl.PolygonMode | ||||
| #define glReadPixels                     imgl3wProcs.gl.ReadPixels | ||||
| #define glScissor                        imgl3wProcs.gl.Scissor | ||||
| #define glShaderSource                   imgl3wProcs.gl.ShaderSource | ||||
| #define glTexImage2D                     imgl3wProcs.gl.TexImage2D | ||||
| #define glTexParameteri                  imgl3wProcs.gl.TexParameteri | ||||
| #define glUniform1i                      imgl3wProcs.gl.Uniform1i | ||||
| #define glUniformMatrix4fv               imgl3wProcs.gl.UniformMatrix4fv | ||||
| #define glUseProgram                     imgl3wProcs.gl.UseProgram | ||||
| #define glVertexAttribPointer            imgl3wProcs.gl.VertexAttribPointer | ||||
| #define glViewport                       imgl3wProcs.gl.Viewport | ||||
|  | ||||
| #ifdef __cplusplus | ||||
| } | ||||
| @@ -715,13 +715,13 @@ static const char *proc_names[] = { | ||||
|     "glViewport", | ||||
| }; | ||||
|  | ||||
| GL3W_API union GL3WProcs gl3wProcs; | ||||
| GL3W_API union GL3WProcs imgl3wProcs; | ||||
|  | ||||
| static void load_procs(GL3WGetProcAddressProc proc) | ||||
| { | ||||
|     size_t i; | ||||
|     for (i = 0; i < ARRAY_SIZE(proc_names); i++) | ||||
|         gl3wProcs.ptr[i] = proc(proc_names[i]); | ||||
|         imgl3wProcs.ptr[i] = proc(proc_names[i]); | ||||
| } | ||||
|  | ||||
| #ifdef __cplusplus | ||||
|   | ||||
| @@ -61,7 +61,7 @@ | ||||
| #include <SDL.h> | ||||
| #include <SDL_syswm.h> | ||||
| #if defined(__APPLE__) | ||||
| #include "TargetConditionals.h" | ||||
| #include <TargetConditionals.h> | ||||
| #endif | ||||
|  | ||||
| #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) | ||||
|   | ||||
| @@ -543,33 +543,29 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm | ||||
|             else | ||||
|             { | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec4 clip_rect; | ||||
|                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; | ||||
|                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; | ||||
|                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; | ||||
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||||
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||||
|  | ||||
|                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) | ||||
|                 { | ||||
|                     // Negative offsets are illegal for vkCmdSetScissor | ||||
|                     if (clip_rect.x < 0.0f) | ||||
|                         clip_rect.x = 0.0f; | ||||
|                     if (clip_rect.y < 0.0f) | ||||
|                         clip_rect.y = 0.0f; | ||||
|                 // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds | ||||
|                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | ||||
|                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | ||||
|                 if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } | ||||
|                 if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply scissor/clipping rectangle | ||||
|                 VkRect2D scissor; | ||||
|                     scissor.offset.x = (int32_t)(clip_rect.x); | ||||
|                     scissor.offset.y = (int32_t)(clip_rect.y); | ||||
|                     scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x); | ||||
|                     scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y); | ||||
|                 scissor.offset.x = (int32_t)(clip_min.x); | ||||
|                 scissor.offset.y = (int32_t)(clip_min.y); | ||||
|                 scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); | ||||
|                 scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); | ||||
|                 vkCmdSetScissor(command_buffer, 0, 1, &scissor); | ||||
|  | ||||
|                 // Draw | ||||
|                 vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | ||||
|             } | ||||
|         } | ||||
|         } | ||||
|         global_idx_offset += cmd_list->IdxBuffer.Size; | ||||
|         global_vtx_offset += cmd_list->VtxBuffer.Size; | ||||
|     } | ||||
| @@ -732,7 +728,7 @@ static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAlloca | ||||
| { | ||||
|     // Create the shader modules | ||||
|     ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); | ||||
|     if (bd->ShaderModuleVert == NULL) | ||||
|     if (bd->ShaderModuleVert == VK_NULL_HANDLE) | ||||
|     { | ||||
|         VkShaderModuleCreateInfo vert_info = {}; | ||||
|         vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; | ||||
| @@ -741,7 +737,7 @@ static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAlloca | ||||
|         VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); | ||||
|         check_vk_result(err); | ||||
|     } | ||||
|     if (bd->ShaderModuleFrag == NULL) | ||||
|     if (bd->ShaderModuleFrag == VK_NULL_HANDLE) | ||||
|     { | ||||
|         VkShaderModuleCreateInfo frag_info = {}; | ||||
|         frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; | ||||
| @@ -1284,7 +1280,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V | ||||
| { | ||||
|     VkResult err; | ||||
|     VkSwapchainKHR old_swapchain = wd->Swapchain; | ||||
|     wd->Swapchain = NULL; | ||||
|     wd->Swapchain = VK_NULL_HANDLE; | ||||
|     err = vkDeviceWaitIdle(device); | ||||
|     check_vk_result(err); | ||||
|  | ||||
|   | ||||
| @@ -13,6 +13,7 @@ | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2021-08-24: Fix for latest specs. | ||||
| //  2021-05-24: Add support for draw_data->FramebufferScale. | ||||
| //  2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | ||||
| //  2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). | ||||
| @@ -442,13 +443,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder | ||||
|                     wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); | ||||
|                 } | ||||
|  | ||||
|                 // Apply Scissor, Bind texture, Draw | ||||
|                 uint32_t clip_rect[4]; | ||||
|                 clip_rect[0] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.x - clip_off.x)); | ||||
|                 clip_rect[1] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.y - clip_off.y)); | ||||
|                 clip_rect[2] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.z - clip_off.x)); | ||||
|                 clip_rect[3] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.w - clip_off.y)); | ||||
|                 wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]); | ||||
|                 // Project scissor/clipping rectangles into framebuffer space | ||||
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||||
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||||
|                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) | ||||
|                     continue; | ||||
|  | ||||
|                 // Apply scissor/clipping rectangle, Draw | ||||
|                 wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); | ||||
|                 wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | ||||
|             } | ||||
|         } | ||||
| @@ -544,7 +546,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() | ||||
|         ImGui_ImplWGPU_InvalidateDeviceObjects(); | ||||
|  | ||||
|     // Create render pipeline | ||||
|     WGPURenderPipelineDescriptor2 graphics_pipeline_desc = {}; | ||||
|     WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; | ||||
|     graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; | ||||
|     graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; | ||||
|     graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; | ||||
| @@ -610,7 +612,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() | ||||
|     // Configure disabled depth-stencil state | ||||
|     graphics_pipeline_desc.depthStencil = nullptr; | ||||
|  | ||||
|     g_pipelineState = wgpuDeviceCreateRenderPipeline2(g_wgpuDevice, &graphics_pipeline_desc); | ||||
|     g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); | ||||
|  | ||||
|     ImGui_ImplWGPU_CreateFontsTexture(); | ||||
|     ImGui_ImplWGPU_CreateUniformBuffer(); | ||||
|   | ||||
| @@ -30,6 +30,55 @@ HOW TO UPDATE? | ||||
|   and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. | ||||
| - Please report any issue! | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
|  VERSION 1.85 WIP (In Progress) | ||||
| ----------------------------------------------------------------------- | ||||
|  | ||||
| Breaking Changes: | ||||
|  | ||||
| - Removed GetWindowContentRegionWidth() function. keep inline redirection helper. | ||||
|   Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not | ||||
|   very useful in practice, and the only use of it in the demo was illfit. | ||||
|  | ||||
| Other Changes: | ||||
|  | ||||
| - Windows: fixed background order of overlapping childs submitted sequentially. (#4493) | ||||
| - InputTextMultiline: Fixed label size not being included into window contents rect unless | ||||
|   the whole widget is clipped. | ||||
| - TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform | ||||
|   to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615) | ||||
| - IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480) | ||||
|   This allows apps to receive the click on void when that click is used to close popup (by default, | ||||
|   clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse). | ||||
| - Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL | ||||
|   (which apparently happens with Freetype 2.11). (#4394, #4145?). | ||||
| - Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487) | ||||
| - Backends: OpenGL3: Fixed our new GL loader conflicting with user using GL3W. (#4445) | ||||
| - Backends: WebGPU: Fixed for latest specs. (#4472) [@Kangz] | ||||
| - Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via | ||||
|   a direct unclipped PushClipRect() call. (#4464) | ||||
| - Backends: All renderers: Normalize clipping rect handling across backends. (#4464) | ||||
|  | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
|  VERSION 1.84.2 (Released 2021-08-23) | ||||
| ----------------------------------------------------------------------- | ||||
|  | ||||
| Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.2 | ||||
|  | ||||
| - Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse] | ||||
| - Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision | ||||
|   floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble] | ||||
|  | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
|  VERSION 1.84.1 (Released 2021-08-20) | ||||
| ----------------------------------------------------------------------- | ||||
|  | ||||
| Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.1 | ||||
|  | ||||
| - Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453) | ||||
|  | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
|  DOCKING+MULTI-VIEWPORT BRANCH (In Progress) | ||||
|   | ||||
| @@ -94,6 +94,8 @@ Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md | ||||
| Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR> | ||||
| The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. | ||||
|  | ||||
| For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). | ||||
|  | ||||
| ##### [Return to Index](#index) | ||||
|  | ||||
| --- | ||||
|   | ||||
| @@ -162,7 +162,9 @@ See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, a | ||||
|  | ||||
| See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm. | ||||
|  | ||||
| For questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues) or [GitHub Discussions](https://github.com/ocornut/imgui/discussions). Please read and fill the New Issue template carefully. | ||||
| Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). | ||||
|  | ||||
| For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully. | ||||
|  | ||||
| Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). | ||||
|  | ||||
|   | ||||
| @@ -8,9 +8,10 @@ | ||||
| #include "imgui_impl_opengl3.h" | ||||
| #include <stdio.h> | ||||
| #include <SDL.h> | ||||
| #include <SDL_opengl.h> | ||||
| #if defined(IMGUI_IMPL_OPENGL_ES2) | ||||
| #include <SDL_opengles2.h> | ||||
| #else | ||||
| #include <SDL_opengl.h> | ||||
| #endif | ||||
|  | ||||
| // Main code | ||||
|   | ||||
							
								
								
									
										433
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										433
									
								
								imgui.cpp
									
									
									
									
									
								
							| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (main code and documentation) | ||||
|  | ||||
| // Help: | ||||
| @@ -15,7 +15,10 @@ | ||||
| // - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there) | ||||
| // - Glossary              https://github.com/ocornut/imgui/wiki/Glossary | ||||
| // - Issues & support      https://github.com/ocornut/imgui/issues | ||||
| // - Discussions           https://github.com/ocornut/imgui/discussions | ||||
|  | ||||
| // Getting Started? | ||||
| // - For first-time users having issues compiling/linking/running or issues loading fonts: | ||||
| //   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. | ||||
|  | ||||
| // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. | ||||
| // See LICENSE.txt for copyright and licensing details (standard MIT License). | ||||
| @@ -386,6 +389,7 @@ CODE | ||||
|  - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. | ||||
|  | ||||
|  | ||||
|  - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead. | ||||
|  - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): | ||||
|                         - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() | ||||
|                         - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder | ||||
| @@ -919,8 +923,9 @@ namespace ImGui | ||||
| static void             NavUpdate(); | ||||
| static void             NavUpdateWindowing(); | ||||
| static void             NavUpdateWindowingOverlay(); | ||||
| static void             NavUpdateMoveResult(); | ||||
| static void             NavUpdateInitResult(); | ||||
| static void             NavUpdateCancelRequest(); | ||||
| static void             NavUpdateCreateMoveRequest(); | ||||
| static float            NavUpdatePageUpPageDown(); | ||||
| static inline void      NavUpdateAnyRequestFlag(); | ||||
| static void             NavEndFrame(); | ||||
| @@ -4004,6 +4009,7 @@ void ImGui::UpdateTabFocus() | ||||
| void ImGui::UpdateHoveredWindowAndCaptureFlags() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiIO& io = g.IO; | ||||
|     g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); | ||||
|  | ||||
|     // Find the window hovered by mouse: | ||||
| @@ -4020,48 +4026,61 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() | ||||
|         clear_hovered_windows = true; | ||||
|  | ||||
|     // Disabled mouse? | ||||
|     if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) | ||||
|     if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) | ||||
|         clear_hovered_windows = true; | ||||
|  | ||||
|     // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. | ||||
|     int mouse_earliest_button_down = -1; | ||||
|     // We track click ownership. When clicked outside of a window the click is owned by the application and | ||||
|     // won't report hovering nor request capture even while dragging over our windows afterward. | ||||
|     const bool has_open_popup = (g.OpenPopupStack.Size > 0); | ||||
|     const bool has_open_modal = (modal_window != NULL); | ||||
|     int mouse_earliest_down = -1; | ||||
|     bool mouse_any_down = false; | ||||
|     for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) | ||||
|     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) | ||||
|     { | ||||
|         if (g.IO.MouseClicked[i]) | ||||
|             g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); | ||||
|         mouse_any_down |= g.IO.MouseDown[i]; | ||||
|         if (g.IO.MouseDown[i]) | ||||
|             if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) | ||||
|                 mouse_earliest_button_down = i; | ||||
|         if (io.MouseClicked[i]) | ||||
|         { | ||||
|             io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; | ||||
|             io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; | ||||
|         } | ||||
|     const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; | ||||
|         mouse_any_down |= io.MouseDown[i]; | ||||
|         if (io.MouseDown[i]) | ||||
|             if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) | ||||
|                 mouse_earliest_down = i; | ||||
|     } | ||||
|     const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; | ||||
|     const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; | ||||
|  | ||||
|     // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. | ||||
|     // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) | ||||
|     const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; | ||||
|     if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) | ||||
|     if (!mouse_avail && !mouse_dragging_extern_payload) | ||||
|         clear_hovered_windows = true; | ||||
|  | ||||
|     if (clear_hovered_windows) | ||||
|         g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; | ||||
|  | ||||
|     // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) | ||||
|     // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) | ||||
|     // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag | ||||
|     if (g.WantCaptureMouseNextFrame != -1) | ||||
|         g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); | ||||
|     { | ||||
|         io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); | ||||
|     } | ||||
|     else | ||||
|         g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); | ||||
|     { | ||||
|         io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; | ||||
|         io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; | ||||
|     } | ||||
|  | ||||
|     // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) | ||||
|     // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) | ||||
|     if (g.WantCaptureKeyboardNextFrame != -1) | ||||
|         g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); | ||||
|         io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); | ||||
|     else | ||||
|         g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); | ||||
|     if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) | ||||
|         g.IO.WantCaptureKeyboard = true; | ||||
|         io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); | ||||
|     if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) | ||||
|         io.WantCaptureKeyboard = true; | ||||
|  | ||||
|     // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible | ||||
|     g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; | ||||
|     io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; | ||||
| } | ||||
|  | ||||
| ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() | ||||
| @@ -6687,18 +6706,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) | ||||
|                 window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); | ||||
|         } | ||||
|  | ||||
|         // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. | ||||
|         // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) | ||||
|         // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. | ||||
|         // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. | ||||
|         // We also disabled this when we have dimming overlay behind this specific one child. | ||||
|         // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. | ||||
|         // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) | ||||
|         const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; | ||||
|         if (is_undocked_or_docked_visible) | ||||
|         { | ||||
|             bool render_decorations_in_parent = false; | ||||
|             if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) | ||||
|                 if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) | ||||
|             { | ||||
|                 // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) | ||||
|                 // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs | ||||
|                 ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; | ||||
|                 bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; | ||||
|                 bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; | ||||
|                 if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) | ||||
|                     render_decorations_in_parent = true; | ||||
|             } | ||||
|             if (render_decorations_in_parent) | ||||
|                 window->DrawList = parent_window->DrawList; | ||||
|  | ||||
| @@ -7162,7 +7186,7 @@ void ImGui::PopItemFlag() | ||||
| } | ||||
|  | ||||
| // BeginDisabled()/EndDisabled() | ||||
| // - Those can be nested but this cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep things disabled) | ||||
| // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) | ||||
| // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. | ||||
| // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 | ||||
| // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. | ||||
| @@ -7173,7 +7197,10 @@ void ImGui::BeginDisabled(bool disabled) | ||||
|     bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; | ||||
|     g.DisabledAlphaBackup = g.Style.Alpha; | ||||
|     if (!was_disabled && disabled) | ||||
|     { | ||||
|         g.DisabledAlphaBackup = g.Style.Alpha; | ||||
|         g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); | ||||
|     } | ||||
|     if (was_disabled || disabled) | ||||
|         g.CurrentItemFlags |= ImGuiItemFlags_Disabled; | ||||
|     g.ItemFlagsStack.push_back(g.CurrentItemFlags); | ||||
| @@ -7185,7 +7212,7 @@ void ImGui::EndDisabled() | ||||
|     bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; | ||||
|     //PopItemFlag(); | ||||
|     g.ItemFlagsStack.pop_back(); | ||||
|     g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; | ||||
|     g.CurrentItemFlags = g.ItemFlagsStack.back(); | ||||
|     if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) | ||||
|         g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); | ||||
| } | ||||
| @@ -8048,7 +8075,6 @@ void ImGuiStackSizes::CompareWithCurrentState() | ||||
| // - GetContentRegionMaxAbs() [Internal] | ||||
| // - GetContentRegionAvail(), | ||||
| // - GetWindowContentRegionMin(), GetWindowContentRegionMax() | ||||
| // - GetWindowContentRegionWidth() | ||||
| // - BeginGroup() | ||||
| // - EndGroup() | ||||
| // Also see in imgui_widgets: tab bars, columns. | ||||
| @@ -8416,12 +8442,6 @@ ImVec2 ImGui::GetWindowContentRegionMax() | ||||
|     return window->ContentRegionRect.Max - window->Pos; | ||||
| } | ||||
|  | ||||
| float ImGui::GetWindowContentRegionWidth() | ||||
| { | ||||
|     ImGuiWindow* window = GImGui->CurrentWindow; | ||||
|     return window->ContentRegionRect.GetWidth(); | ||||
| } | ||||
|  | ||||
| // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) | ||||
| // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. | ||||
| void ImGui::BeginGroup() | ||||
| @@ -9074,7 +9094,7 @@ void ImGui::EndPopup() | ||||
|     IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls | ||||
|     IM_ASSERT(g.BeginPopupStack.Size > 0); | ||||
|  | ||||
|     // Make all menus and popups wrap around for now, may need to expose that policy. | ||||
|     // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) | ||||
|     if (g.NavWindow == window) | ||||
|         NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); | ||||
|  | ||||
| @@ -9587,26 +9607,26 @@ void ImGui::NavMoveRequestCancel() | ||||
|     NavUpdateAnyRequestFlag(); | ||||
| } | ||||
|  | ||||
| void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) | ||||
| // Forward will reuse the move request again on the next frame (generally with modifications done to it) | ||||
| void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); | ||||
|     IM_ASSERT(g.NavMoveRequestForwardToNextFrame == false); | ||||
|     NavMoveRequestCancel(); | ||||
|     g.NavMoveRequestForwardToNextFrame = true; | ||||
|     g.NavMoveDir = move_dir; | ||||
|     g.NavMoveClipDir = clip_dir; | ||||
|     g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; | ||||
|     g.NavMoveRequestFlags = move_flags; | ||||
|     g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; | ||||
|     g.NavMoveRequestFlags = move_flags | ImGuiNavMoveFlags_Forwarded; | ||||
| } | ||||
|  | ||||
| void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) | ||||
| // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire | ||||
| // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. | ||||
| void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|  | ||||
|     // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire | ||||
|     // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. | ||||
|     g.NavWrapRequestWindow = window; | ||||
|     g.NavWrapRequestFlags = move_flags; | ||||
|     IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY | ||||
|     if (g.NavWindow == window && g.NavMoveRequest && g.NavLayer == ImGuiNavLayer_Main) | ||||
|         g.NavMoveRequestFlags |= wrap_flags; | ||||
| } | ||||
|  | ||||
| // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). | ||||
| @@ -9756,16 +9776,14 @@ static void ImGui::NavUpdate() | ||||
|     ImGuiIO& io = g.IO; | ||||
|  | ||||
|     io.WantSetMousePos = false; | ||||
|     g.NavWrapRequestWindow = NULL; | ||||
|     g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; | ||||
| #if 0 | ||||
|     if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("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 | ||||
|  | ||||
|     // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) | ||||
|     // (do it before we map Keyboard input!) | ||||
|     bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; | ||||
|     bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; | ||||
|     const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; | ||||
|     const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; | ||||
|     if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) | ||||
|     { | ||||
|         if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f | ||||
| @@ -9804,16 +9822,8 @@ static void ImGui::NavUpdate() | ||||
|  | ||||
|     // Process navigation move request | ||||
|     if (g.NavMoveRequest) | ||||
|         NavUpdateMoveResult(); | ||||
|  | ||||
|     // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame | ||||
|     if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) | ||||
|     { | ||||
|         IM_ASSERT(g.NavMoveRequest); | ||||
|         if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) | ||||
|             g.NavDisableHighlight = false; | ||||
|         g.NavMoveRequestForward = ImGuiNavForward_None; | ||||
|     } | ||||
|         NavMoveRequestApplyResult(); | ||||
|     g.NavMoveRequest = false; | ||||
|  | ||||
|     // Apply application mouse position movement, after we had a chance to process move request result. | ||||
|     if (g.NavMousePosDirty && g.NavIdIsAlive) | ||||
| @@ -9831,7 +9841,7 @@ static void ImGui::NavUpdate() | ||||
|     g.NavJustTabbedId = 0; | ||||
|     IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); | ||||
|  | ||||
|     // 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 | ||||
|     // Store our return window (for returning from Menu Layer to Main Layer) 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 == ImGuiNavLayer_Main) | ||||
| @@ -9845,43 +9855,7 @@ static void ImGui::NavUpdate() | ||||
|     io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); | ||||
|  | ||||
|     // Process NavCancel input (to close a popup, get back to parent, clear focus) | ||||
|     if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) | ||||
|     { | ||||
|         IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); | ||||
|         if (g.ActiveId != 0) | ||||
|         { | ||||
|             if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) | ||||
|                 ClearActiveID(); | ||||
|         } | ||||
|         else if (g.NavLayer != ImGuiNavLayer_Main) | ||||
|         { | ||||
|             // Leave the "menu" layer | ||||
|             NavRestoreLayer(ImGuiNavLayer_Main); | ||||
|         } | ||||
|         else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) | ||||
|         { | ||||
|             // Exit child window | ||||
|             ImGuiWindow* child_window = g.NavWindow; | ||||
|             ImGuiWindow* parent_window = g.NavWindow->ParentWindow; | ||||
|             IM_ASSERT(child_window->ChildId != 0); | ||||
|             ImRect child_rect = child_window->Rect(); | ||||
|             FocusWindow(parent_window); | ||||
|             SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); | ||||
|         } | ||||
|         else if (g.OpenPopupStack.Size > 0) | ||||
|         { | ||||
|             // Close open popup/menu | ||||
|             if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) | ||||
|                 ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were | ||||
|             if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) | ||||
|                 g.NavWindow->NavLastIds[0] = 0; | ||||
|             g.NavId = g.NavFocusScopeId = 0; | ||||
|         } | ||||
|     } | ||||
|     NavUpdateCancelRequest(); | ||||
|  | ||||
|     // Process manual activation request | ||||
|     g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; | ||||
| @@ -9902,59 +9876,14 @@ static void ImGui::NavUpdate() | ||||
|         g.NavDisableHighlight = true; | ||||
|     if (g.NavActivateId != 0) | ||||
|         IM_ASSERT(g.NavActivateDownId == g.NavActivateId); | ||||
|     g.NavMoveRequest = false; | ||||
|  | ||||
|     // Process programmatic activation request | ||||
|     if (g.NavNextActivateId != 0) | ||||
|         g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; | ||||
|     g.NavNextActivateId = 0; | ||||
|  | ||||
|     // Initiate directional inputs request | ||||
|     if (g.NavMoveRequestForward == ImGuiNavForward_None) | ||||
|     { | ||||
|         g.NavMoveDir = ImGuiDir_None; | ||||
|         g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; | ||||
|         if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) | ||||
|         { | ||||
|             const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; } | ||||
|         } | ||||
|         g.NavMoveClipDir = g.NavMoveDir; | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) | ||||
|         // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) | ||||
|         IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); | ||||
|         IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); | ||||
|         IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); | ||||
|         g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; | ||||
|     } | ||||
|  | ||||
|     // Update PageUp/PageDown/Home/End scroll | ||||
|     // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? | ||||
|     float nav_scoring_rect_offset_y = 0.0f; | ||||
|     if (nav_keyboard_active) | ||||
|         nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); | ||||
|  | ||||
|     // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match | ||||
|     if (g.NavMoveDir != ImGuiDir_None) | ||||
|     { | ||||
|         g.NavMoveRequest = true; | ||||
|         g.NavMoveRequestKeyMods = io.KeyMods; | ||||
|         g.NavMoveDirLast = g.NavMoveDir; | ||||
|     } | ||||
|     if (g.NavMoveRequest && g.NavId == 0) | ||||
|     { | ||||
|         IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); | ||||
|         g.NavInitRequest = g.NavInitRequestFromMove = true; | ||||
|         // Reassigning with same value, we're being explicit here. | ||||
|         g.NavInitResultId = 0;     // -V1048 | ||||
|         g.NavDisableHighlight = false; | ||||
|     } | ||||
|     // Process move requests | ||||
|     NavUpdateCreateMoveRequest(); | ||||
|     NavUpdateAnyRequestFlag(); | ||||
|  | ||||
|     // Scrolling | ||||
| @@ -9963,7 +9892,7 @@ static void ImGui::NavUpdate() | ||||
|         // *Fallback* manual-scroll with Nav directional keys when window has no navigable item | ||||
|         ImGuiWindow* window = g.NavWindow; | ||||
|         const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. | ||||
|         if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) | ||||
|         if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560 | ||||
|         { | ||||
|             if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) | ||||
|                 SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); | ||||
| @@ -9980,36 +9909,7 @@ static void ImGui::NavUpdate() | ||||
|             SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); | ||||
|     } | ||||
|  | ||||
|     // Reset search results | ||||
|     g.NavMoveResultLocal.Clear(); | ||||
|     g.NavMoveResultLocalVisibleSet.Clear(); | ||||
|     g.NavMoveResultOther.Clear(); | ||||
|  | ||||
|     // When using gamepad, we project the reference nav bounding box into window visible area. | ||||
|     // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative | ||||
|     // (can't focus a visible object like we can with the mouse). | ||||
|     if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && 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)); | ||||
|         if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) | ||||
|         { | ||||
|             IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); | ||||
|             float pad = window->CalcFontSize() * 0.5f; | ||||
|             window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item | ||||
|             window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); | ||||
|             g.NavId = g.NavFocusScopeId = 0; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // 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.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); | ||||
|     g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); | ||||
|     g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); | ||||
|     g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; | ||||
|     IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). | ||||
|     //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] | ||||
|     // [DEBUG] | ||||
|     g.NavScoringCount = 0; | ||||
| #if IMGUI_DEBUG_NAV_RECTS | ||||
|     if (g.NavWindow) | ||||
| @@ -10039,10 +9939,100 @@ static void ImGui::NavUpdateInitResult() | ||||
|     } | ||||
| } | ||||
|  | ||||
| // Apply result from previous frame navigation directional move request | ||||
| static void ImGui::NavUpdateMoveResult() | ||||
| void ImGui::NavUpdateCreateMoveRequest() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiIO& io = g.IO; | ||||
|     ImGuiWindow* window = g.NavWindow; | ||||
|  | ||||
|     if (g.NavMoveRequestForwardToNextFrame) | ||||
|     { | ||||
|         // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) | ||||
|         // (preserve most state, which were already set by the NavMoveRequestForward() function) | ||||
|         IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); | ||||
|         IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded); | ||||
|         IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); | ||||
|         g.NavMoveRequestForwardToNextFrame = false; | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         // Initiate directional inputs request | ||||
|         g.NavMoveDir = ImGuiDir_None; | ||||
|         g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; | ||||
|         if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) | ||||
|         { | ||||
|             const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; } | ||||
|             if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; } | ||||
|         } | ||||
|         g.NavMoveClipDir = g.NavMoveDir; | ||||
|     } | ||||
|  | ||||
|     // Update PageUp/PageDown/Home/End scroll | ||||
|     // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? | ||||
|     const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; | ||||
|     float nav_scoring_rect_offset_y = 0.0f; | ||||
|     if (nav_keyboard_active) | ||||
|         nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); | ||||
|  | ||||
|     // If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match | ||||
|     if (g.NavMoveDir != ImGuiDir_None) | ||||
|     { | ||||
|         IM_ASSERT(window != NULL); | ||||
|         g.NavMoveRequest = true; | ||||
|         g.NavMoveRequestKeyMods = io.KeyMods; | ||||
|         g.NavMoveDirLast = g.NavMoveDir; | ||||
|         g.NavMoveResultLocal.Clear(); | ||||
|         g.NavMoveResultLocalVisibleSet.Clear(); | ||||
|         g.NavMoveResultOther.Clear(); | ||||
|     } | ||||
|  | ||||
|     // Moving with no reference triggers a init request | ||||
|     if (g.NavMoveRequest && g.NavId == 0) | ||||
|     { | ||||
|         IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); | ||||
|         g.NavInitRequest = g.NavInitRequestFromMove = true; | ||||
|         g.NavInitResultId = 0; | ||||
|         g.NavDisableHighlight = false; | ||||
|     } | ||||
|  | ||||
|     // When using gamepad, we project the reference nav bounding box into window visible area. | ||||
|     // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative | ||||
|     // (can't focus a visible object like we can with the mouse). | ||||
|     if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL) | ||||
|     { | ||||
|         ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); | ||||
|         if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) | ||||
|         { | ||||
|             IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); | ||||
|             float pad = window->CalcFontSize() * 0.5f; | ||||
|             window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item | ||||
|             window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); | ||||
|             g.NavId = g.NavFocusScopeId = 0; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // 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) | ||||
|     g.NavScoringRect = ImRect(); | ||||
|     if (window) | ||||
|     { | ||||
|         ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); | ||||
|         g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max); | ||||
|         g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); | ||||
|         g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); | ||||
|         g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; | ||||
|         IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). | ||||
|         //GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG] | ||||
|     } | ||||
| } | ||||
|  | ||||
| // Apply result from previous frame navigation directional move request. Always called from NavUpdate() | ||||
| void ImGui::NavMoveRequestApplyResult() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|  | ||||
|     if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) | ||||
|     { | ||||
|         // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) | ||||
| @@ -10104,7 +10094,54 @@ static void ImGui::NavUpdateMoveResult() | ||||
|     g.NavDisableMouseHover = g.NavMousePosDirty = true; | ||||
| } | ||||
|  | ||||
| // Process NavCancel input (to close a popup, get back to parent, clear focus) | ||||
| // FIXME: In order to support e.g. Escape to clear a selection we'll need: | ||||
| // - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. | ||||
| // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept | ||||
| static void ImGui::NavUpdateCancelRequest() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) | ||||
|         return; | ||||
|  | ||||
|     IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); | ||||
|     if (g.ActiveId != 0) | ||||
|     { | ||||
|         if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) | ||||
|             ClearActiveID(); | ||||
|     } | ||||
|     else if (g.NavLayer != ImGuiNavLayer_Main) | ||||
|     { | ||||
|         // Leave the "menu" layer | ||||
|         NavRestoreLayer(ImGuiNavLayer_Main); | ||||
|     } | ||||
|     else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) | ||||
|     { | ||||
|         // Exit child window | ||||
|         ImGuiWindow* child_window = g.NavWindow; | ||||
|         ImGuiWindow* parent_window = g.NavWindow->ParentWindow; | ||||
|         IM_ASSERT(child_window->ChildId != 0); | ||||
|         ImRect child_rect = child_window->Rect(); | ||||
|         FocusWindow(parent_window); | ||||
|         SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); | ||||
|     } | ||||
|     else if (g.OpenPopupStack.Size > 0) | ||||
|     { | ||||
|         // Close open popup/menu | ||||
|         if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) | ||||
|             ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were | ||||
|         if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) | ||||
|             g.NavWindow->NavLastIds[0] = 0; | ||||
|         g.NavId = g.NavFocusScopeId = 0; | ||||
|     } | ||||
| } | ||||
|  | ||||
| // Handle PageUp/PageDown/Home/End keys | ||||
| // FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? | ||||
| static float ImGui::NavUpdatePageUpPageDown() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
| @@ -10120,8 +10157,9 @@ static float ImGui::NavUpdatePageUpPageDown() | ||||
|     const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); | ||||
|     const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); | ||||
|     const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); | ||||
|     if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed | ||||
|     { | ||||
|     if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out | ||||
|         return 0.0f; | ||||
|  | ||||
|     if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) | ||||
|     { | ||||
|         // Fallback manual-scroll when window has no navigable item | ||||
| @@ -10174,7 +10212,6 @@ static float ImGui::NavUpdatePageUpPageDown() | ||||
|         } | ||||
|         return nav_scoring_rect_offset_y; | ||||
|     } | ||||
|     } | ||||
|     return 0.0f; | ||||
| } | ||||
|  | ||||
| @@ -10187,13 +10224,14 @@ static void ImGui::NavEndFrame() | ||||
|         NavUpdateWindowingOverlay(); | ||||
|  | ||||
|     // Perform wrap-around in menus | ||||
|     ImGuiWindow* window = g.NavWrapRequestWindow; | ||||
|     ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; | ||||
|     if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) | ||||
|     // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. | ||||
|     ImGuiWindow* window = g.NavWindow; | ||||
|     const ImGuiNavMoveFlags move_flags = g.NavMoveRequestFlags; | ||||
|     const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; | ||||
|     if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0) | ||||
|     { | ||||
|         IM_ASSERT(move_flags != 0); // No points calling this with no wrapping | ||||
|         ImRect bb_rel = window->NavRectRel[0]; | ||||
|  | ||||
|         bool do_forward = false; | ||||
|         ImRect bb_rel = window->NavRectRel[g.NavLayer]; | ||||
|         ImGuiDir clip_dir = g.NavMoveDir; | ||||
|         if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) | ||||
|         { | ||||
| @@ -10204,7 +10242,7 @@ static void ImGui::NavEndFrame() | ||||
|                 bb_rel.TranslateY(-bb_rel.GetHeight()); | ||||
|                 clip_dir = ImGuiDir_Up; | ||||
|             } | ||||
|             NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); | ||||
|             do_forward = true; | ||||
|         } | ||||
|         if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) | ||||
|         { | ||||
| @@ -10214,7 +10252,7 @@ static void ImGui::NavEndFrame() | ||||
|                 bb_rel.TranslateY(+bb_rel.GetHeight()); | ||||
|                 clip_dir = ImGuiDir_Down; | ||||
|             } | ||||
|             NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); | ||||
|             do_forward = true; | ||||
|         } | ||||
|         if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) | ||||
|         { | ||||
| @@ -10225,7 +10263,7 @@ static void ImGui::NavEndFrame() | ||||
|                 bb_rel.TranslateX(-bb_rel.GetWidth()); | ||||
|                 clip_dir = ImGuiDir_Left; | ||||
|             } | ||||
|             NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); | ||||
|             do_forward = true; | ||||
|         } | ||||
|         if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) | ||||
|         { | ||||
| @@ -10235,7 +10273,12 @@ static void ImGui::NavEndFrame() | ||||
|                 bb_rel.TranslateX(+bb_rel.GetWidth()); | ||||
|                 clip_dir = ImGuiDir_Right; | ||||
|             } | ||||
|             NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); | ||||
|             do_forward = true; | ||||
|         } | ||||
|         if (do_forward) | ||||
|         { | ||||
|             window->NavRectRel[g.NavLayer] = bb_rel; | ||||
|             NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|   | ||||
							
								
								
									
										88
									
								
								imgui.h
									
									
									
									
									
								
							
							
						
						
									
										88
									
								
								imgui.h
									
									
									
									
									
								
							| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (headers) | ||||
|  | ||||
| // Help: | ||||
| @@ -15,7 +15,10 @@ | ||||
| // - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there) | ||||
| // - Glossary              https://github.com/ocornut/imgui/wiki/Glossary | ||||
| // - Issues & support      https://github.com/ocornut/imgui/issues | ||||
| // - Discussions           https://github.com/ocornut/imgui/discussions | ||||
|  | ||||
| // Getting Started? | ||||
| // - For first-time users having issues compiling/linking/running or issues loading fonts: | ||||
| //   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. | ||||
|  | ||||
| /* | ||||
|  | ||||
| @@ -61,8 +64,8 @@ Index of this file: | ||||
|  | ||||
| // Version | ||||
| // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) | ||||
| #define IMGUI_VERSION               "1.84.1" | ||||
| #define IMGUI_VERSION_NUM           18403 | ||||
| #define IMGUI_VERSION               "1.85 WIP" | ||||
| #define IMGUI_VERSION_NUM           18410 | ||||
| #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) | ||||
| #define IMGUI_HAS_TABLE | ||||
| #define IMGUI_HAS_VIEWPORT          // Viewport WIP branch | ||||
| @@ -166,7 +169,7 @@ struct ImGuiTextFilter;             // Helper to parse and apply text filters (e | ||||
| struct ImGuiViewport;               // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor | ||||
| struct ImGuiWindowClass;            // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) | ||||
|  | ||||
| // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) | ||||
| // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) | ||||
| // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! | ||||
| //   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. | ||||
| //   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. | ||||
| @@ -207,27 +210,22 @@ typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: f | ||||
| typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport | ||||
| typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild() | ||||
|  | ||||
| // Other types | ||||
| #ifndef ImTextureID                 // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] | ||||
| typedef void* ImTextureID;          // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. | ||||
| #endif | ||||
| typedef unsigned int ImGuiID;       // A unique ID used by widgets, typically hashed from a stack of string. | ||||
| typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText() | ||||
| typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);             // Callback function for ImGui::SetNextWindowSizeConstraints() | ||||
| typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data);             // Function signature for ImGui::SetAllocatorFunctions() | ||||
| typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions() | ||||
|  | ||||
| // Character types | ||||
| // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) | ||||
| typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. | ||||
| typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. | ||||
| #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] | ||||
| typedef ImWchar32 ImWchar; | ||||
| #else | ||||
| typedef ImWchar16 ImWchar; | ||||
| // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] | ||||
| // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. | ||||
| // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. | ||||
| #ifndef ImTextureID | ||||
| typedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) | ||||
| #endif | ||||
|  | ||||
| // Basic scalar data types | ||||
| // ImDrawIdx: vertex index. [Compile-time configurable type] | ||||
| // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). | ||||
| // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. | ||||
| #ifndef ImDrawIdx | ||||
| typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends) | ||||
| #endif | ||||
|  | ||||
| // Scalar data types | ||||
| typedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) | ||||
| typedef signed char         ImS8;   // 8-bit signed integer | ||||
| typedef unsigned char       ImU8;   // 8-bit unsigned integer | ||||
| typedef signed short        ImS16;  // 16-bit signed integer | ||||
| @@ -246,7 +244,24 @@ typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11) | ||||
| typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11) | ||||
| #endif | ||||
|  | ||||
| // 2D vector (often used to store positions or sizes) | ||||
| // Character types | ||||
| // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) | ||||
| typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. | ||||
| typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. | ||||
| #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] | ||||
| typedef ImWchar32 ImWchar; | ||||
| #else | ||||
| typedef ImWchar16 ImWchar; | ||||
| #endif | ||||
|  | ||||
| // Callback and functions types | ||||
| typedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText() | ||||
| typedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints() | ||||
| typedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions() | ||||
| typedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions() | ||||
|  | ||||
| // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] | ||||
| // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. | ||||
| IM_MSVC_RUNTIME_CHECKS_OFF | ||||
| struct ImVec2 | ||||
| { | ||||
| @@ -260,7 +275,7 @@ struct ImVec2 | ||||
| #endif | ||||
| }; | ||||
|  | ||||
| // 4D vector (often used to store floating-point colors) | ||||
| // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] | ||||
| struct ImVec4 | ||||
| { | ||||
|     float                                           x, y, z, w; | ||||
| @@ -377,9 +392,8 @@ namespace ImGui | ||||
|     // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) | ||||
|     IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos() | ||||
|     IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates | ||||
|     IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min (roughly (0,0)-Scroll), in window coordinates | ||||
|     IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates | ||||
|     IMGUI_API float         GetWindowContentRegionWidth();                                  // | ||||
|     IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates | ||||
|     IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates | ||||
|  | ||||
|     // Windows Scrolling | ||||
|     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()] | ||||
| @@ -628,7 +642,7 @@ namespace ImGui | ||||
|     IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); | ||||
|  | ||||
|     // Widgets: Data Plotting | ||||
|     // - Consider using ImPlot (https://github.com/epezent/implot) | ||||
|     // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! | ||||
|     IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); | ||||
|     IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); | ||||
|     IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); | ||||
| @@ -831,6 +845,7 @@ namespace ImGui | ||||
|  | ||||
|     // Disabling [BETA API] | ||||
|     // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) | ||||
|     // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) | ||||
|     // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. | ||||
|     IMGUI_API void          BeginDisabled(bool disabled = true); | ||||
|     IMGUI_API void          EndDisabled(); | ||||
| @@ -1987,6 +2002,7 @@ struct ImGuiIO | ||||
|     // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! | ||||
|     //------------------------------------------------------------------ | ||||
|  | ||||
|     bool        WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. | ||||
|     ImGuiKeyModFlags KeyMods;                   // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() | ||||
|     ImGuiKeyModFlags KeyModsPrev;               // Previous key mods | ||||
|     ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) | ||||
| @@ -1995,7 +2011,8 @@ struct ImGuiIO | ||||
|     bool        MouseClicked[5];                // Mouse button went from !Down to Down | ||||
|     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked? | ||||
|     bool        MouseReleased[5];               // Mouse button went from Down to !Down | ||||
|     bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. | ||||
|     bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. | ||||
|     bool        MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window. | ||||
|     bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click | ||||
|     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked) | ||||
|     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down | ||||
| @@ -2382,13 +2399,6 @@ struct ImDrawCmd | ||||
|     inline ImTextureID GetTexID() const { return TextureId; } | ||||
| }; | ||||
|  | ||||
| // Vertex index, default to 16-bit | ||||
| // To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). | ||||
| // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. | ||||
| #ifndef ImDrawIdx | ||||
| typedef unsigned short ImDrawIdx; | ||||
| #endif | ||||
|  | ||||
| // Vertex layout | ||||
| #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT | ||||
| struct ImDrawVert | ||||
| @@ -3067,6 +3077,8 @@ struct ImGuiPlatformMonitor | ||||
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS | ||||
| namespace ImGui | ||||
| { | ||||
|     // OBSOLETED in 1.85 (from August 2021) | ||||
|     static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } | ||||
|     // OBSOLETED in 1.81 (from February 2021) | ||||
|     IMGUI_API bool      ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items | ||||
|     static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (demo code) | ||||
|  | ||||
| // Help: | ||||
| @@ -2427,7 +2427,7 @@ static void ShowDemoWindowLayout() | ||||
|             ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; | ||||
|             if (disable_mouse_wheel) | ||||
|                 window_flags |= ImGuiWindowFlags_NoScrollWithMouse; | ||||
|             ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); | ||||
|             ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); | ||||
|             for (int i = 0; i < 100; i++) | ||||
|                 ImGui::Text("%04d: scrollable region", i); | ||||
|             ImGui::EndChild(); | ||||
| @@ -5536,6 +5536,7 @@ static void ShowDemoWindowMisc() | ||||
|  | ||||
|         // Display ImGuiIO output flags | ||||
|         ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); | ||||
|         ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); | ||||
|         ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); | ||||
|         ImGui::Text("WantTextInput: %d", io.WantTextInput); | ||||
|         ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (drawing and font code) | ||||
|  | ||||
| /* | ||||
| @@ -2004,7 +2004,7 @@ void    ImFontAtlas::ClearInputData() | ||||
|     ConfigData.clear(); | ||||
|     CustomRects.clear(); | ||||
|     PackIdMouseCursors = PackIdLines = -1; | ||||
|     TexReady = false; | ||||
|     // Important: we leave TexReady untouched | ||||
| } | ||||
|  | ||||
| void    ImFontAtlas::ClearTexData() | ||||
|   | ||||
							
								
								
									
										141
									
								
								imgui_internal.h
									
									
									
									
									
								
							
							
						
						
									
										141
									
								
								imgui_internal.h
									
									
									
									
									
								
							| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 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! | ||||
| @@ -18,6 +18,7 @@ Index of this file: | ||||
| // [SECTION] Generic helpers | ||||
| // [SECTION] ImDrawList support | ||||
| // [SECTION] Widgets support: flags, enums, data structures | ||||
| // [SECTION] Navigation support | ||||
| // [SECTION] Columns support | ||||
| // [SECTION] Multi-select support | ||||
| // [SECTION] Docking support | ||||
| @@ -82,19 +83,13 @@ Index of this file: | ||||
| #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" | ||||
| #pragma clang diagnostic ignored "-Wdouble-promotion" | ||||
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision | ||||
| #pragma clang diagnostic ignored "-Wmissing-noreturn"               // warning: function 'xxx' could be declared with attribute 'noreturn' | ||||
| #elif defined(__GNUC__) | ||||
| #pragma GCC diagnostic push | ||||
| #pragma GCC diagnostic ignored "-Wpragmas"              // warning: unknown option after '#pragma GCC diagnostic' kind | ||||
| #pragma GCC diagnostic ignored "-Wclass-memaccess"      // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead | ||||
| #endif | ||||
|  | ||||
| // Helper macros | ||||
| #if defined(__clang__) | ||||
| #define IM_NORETURN     __attribute__((noreturn)) | ||||
| #else | ||||
| #define IM_NORETURN | ||||
| #endif | ||||
|  | ||||
| // Legacy defines | ||||
| #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74 | ||||
| #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS | ||||
| @@ -933,49 +928,6 @@ enum ImGuiInputReadMode | ||||
|     ImGuiInputReadMode_RepeatFast | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavHighlightFlags_ | ||||
| { | ||||
|     ImGuiNavHighlightFlags_None         = 0, | ||||
|     ImGuiNavHighlightFlags_TypeDefault  = 1 << 0, | ||||
|     ImGuiNavHighlightFlags_TypeThin     = 1 << 1, | ||||
|     ImGuiNavHighlightFlags_AlwaysDraw   = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. | ||||
|     ImGuiNavHighlightFlags_NoRounding   = 1 << 3 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavDirSourceFlags_ | ||||
| { | ||||
|     ImGuiNavDirSourceFlags_None         = 0, | ||||
|     ImGuiNavDirSourceFlags_Keyboard     = 1 << 0, | ||||
|     ImGuiNavDirSourceFlags_PadDPad      = 1 << 1, | ||||
|     ImGuiNavDirSourceFlags_PadLStick    = 1 << 2 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavMoveFlags_ | ||||
| { | ||||
|     ImGuiNavMoveFlags_None                  = 0, | ||||
|     ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side | ||||
|     ImGuiNavMoveFlags_LoopY                 = 1 << 1, | ||||
|     ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) | ||||
|     ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful for provided for completeness | ||||
|     ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) | ||||
|     ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. | ||||
|     ImGuiNavMoveFlags_ScrollToEdge          = 1 << 6 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavForward | ||||
| { | ||||
|     ImGuiNavForward_None, | ||||
|     ImGuiNavForward_ForwardQueued, | ||||
|     ImGuiNavForward_ForwardActive | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavLayer | ||||
| { | ||||
|     ImGuiNavLayer_Main  = 0,    // Main scrolling layer | ||||
|     ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt/ImGuiNavInput_Menu) | ||||
|     ImGuiNavLayer_COUNT | ||||
| }; | ||||
|  | ||||
| enum ImGuiPopupPositionPolicy | ||||
| { | ||||
|     ImGuiPopupPositionPolicy_Default, | ||||
| @@ -1122,20 +1074,6 @@ struct ImGuiPopupData | ||||
|     ImGuiPopupData()    { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } | ||||
| }; | ||||
|  | ||||
| struct ImGuiNavItemData | ||||
| { | ||||
|     ImGuiWindow*        Window;         // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) | ||||
|     ImGuiID             ID;             // Init,Move    // Best candidate item ID | ||||
|     ImGuiID             FocusScopeId;   // Init,Move    // Best candidate focus scope ID | ||||
|     ImRect              RectRel;        // Init,Move    // Best candidate bounding box in window relative space | ||||
|     float               DistBox;        //      Move    // Best candidate box distance to current NavId | ||||
|     float               DistCenter;     //      Move    // Best candidate center distance to current NavId | ||||
|     float               DistAxial;      //      Move    // Best candidate axial distance to current NavId | ||||
|  | ||||
|     ImGuiNavItemData()  { Clear(); } | ||||
|     void Clear()        { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } | ||||
| }; | ||||
|  | ||||
| enum ImGuiNextWindowDataFlags_ | ||||
| { | ||||
|     ImGuiNextWindowDataFlags_None               = 0, | ||||
| @@ -1233,6 +1171,61 @@ struct ImGuiPtrOrIndex | ||||
|     ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; } | ||||
| }; | ||||
|  | ||||
| //----------------------------------------------------------------------------- | ||||
| // [SECTION] Navigation support | ||||
| //----------------------------------------------------------------------------- | ||||
|  | ||||
| enum ImGuiNavHighlightFlags_ | ||||
| { | ||||
|     ImGuiNavHighlightFlags_None             = 0, | ||||
|     ImGuiNavHighlightFlags_TypeDefault      = 1 << 0, | ||||
|     ImGuiNavHighlightFlags_TypeThin         = 1 << 1, | ||||
|     ImGuiNavHighlightFlags_AlwaysDraw       = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. | ||||
|     ImGuiNavHighlightFlags_NoRounding       = 1 << 3 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavDirSourceFlags_ | ||||
| { | ||||
|     ImGuiNavDirSourceFlags_None             = 0, | ||||
|     ImGuiNavDirSourceFlags_Keyboard         = 1 << 0, | ||||
|     ImGuiNavDirSourceFlags_PadDPad          = 1 << 1, | ||||
|     ImGuiNavDirSourceFlags_PadLStick        = 1 << 2 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavMoveFlags_ | ||||
| { | ||||
|     ImGuiNavMoveFlags_None                  = 0, | ||||
|     ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side | ||||
|     ImGuiNavMoveFlags_LoopY                 = 1 << 1, | ||||
|     ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) | ||||
|     ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful but provided for completeness | ||||
|     ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) | ||||
|     ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible (used by PageUp/PageDown) | ||||
|     ImGuiNavMoveFlags_ScrollToEdge          = 1 << 6, | ||||
|     ImGuiNavMoveFlags_Forwarded             = 1 << 7 | ||||
| }; | ||||
|  | ||||
| enum ImGuiNavLayer | ||||
| { | ||||
|     ImGuiNavLayer_Main  = 0,    // Main scrolling layer | ||||
|     ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt/ImGuiNavInput_Menu) | ||||
|     ImGuiNavLayer_COUNT | ||||
| }; | ||||
|  | ||||
| struct ImGuiNavItemData | ||||
| { | ||||
|     ImGuiWindow*        Window;         // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) | ||||
|     ImGuiID             ID;             // Init,Move    // Best candidate item ID | ||||
|     ImGuiID             FocusScopeId;   // Init,Move    // Best candidate focus scope ID | ||||
|     ImRect              RectRel;        // Init,Move    // Best candidate bounding box in window relative space | ||||
|     float               DistBox;        //      Move    // Best candidate box distance to current NavId | ||||
|     float               DistCenter;     //      Move    // Best candidate center distance to current NavId | ||||
|     float               DistAxial;      //      Move    // Best candidate axial distance to current NavId | ||||
|  | ||||
|     ImGuiNavItemData()  { Clear(); } | ||||
|     void Clear()        { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } | ||||
| }; | ||||
|  | ||||
| //----------------------------------------------------------------------------- | ||||
| // [SECTION] Columns support | ||||
| //----------------------------------------------------------------------------- | ||||
| @@ -1708,22 +1701,20 @@ struct ImGuiContext | ||||
|     bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) | ||||
|     bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) | ||||
|     bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. | ||||
|     bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest | ||||
|     bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() | ||||
|     bool                    NavInitRequest;                     // Init request for appearing window to select first item | ||||
|     bool                    NavInitRequestFromMove; | ||||
|     ImGuiID                 NavInitResultId;                    // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) | ||||
|     ImRect                  NavInitResultRectRel;               // Init request result rectangle (relative to parent window) | ||||
|     bool                    NavMoveRequest;                     // Move request for this frame | ||||
|     bool                    NavMoveRequestForwardToNextFrame; | ||||
|     ImGuiNavMoveFlags       NavMoveRequestFlags; | ||||
|     ImGuiNavForward         NavMoveRequestForward;              // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) | ||||
|     ImGuiKeyModFlags        NavMoveRequestKeyMods; | ||||
|     ImGuiDir                NavMoveDir, NavMoveDirLast;         // Direction of the move request (left/right/up/down), direction of the previous move request | ||||
|     ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename? | ||||
|     ImGuiNavItemData        NavMoveResultLocal;                 // Best move request candidate within NavWindow | ||||
|     ImGuiNavItemData        NavMoveResultLocalVisibleSet;       // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) | ||||
|     ImGuiNavItemData        NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) | ||||
|     ImGuiWindow*            NavWrapRequestWindow;               // Window which requested trying nav wrap-around. | ||||
|     ImGuiNavMoveFlags       NavWrapRequestFlags;                // Wrap-around operation flags. | ||||
|  | ||||
|     // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) | ||||
|     ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! | ||||
| @@ -1931,12 +1922,10 @@ struct ImGuiContext | ||||
|         NavInitRequestFromMove = false; | ||||
|         NavInitResultId = 0; | ||||
|         NavMoveRequest = false; | ||||
|         NavMoveRequestForwardToNextFrame = false; | ||||
|         NavMoveRequestFlags = ImGuiNavMoveFlags_None; | ||||
|         NavMoveRequestForward = ImGuiNavForward_None; | ||||
|         NavMoveRequestKeyMods = ImGuiKeyModFlags_None; | ||||
|         NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; | ||||
|         NavWrapRequestWindow = NULL; | ||||
|         NavWrapRequestFlags = ImGuiNavMoveFlags_None; | ||||
|  | ||||
|         NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; | ||||
|         NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; | ||||
| @@ -2660,7 +2649,7 @@ namespace ImGui | ||||
|     //  (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)'  and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' | ||||
|     // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() | ||||
|     inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id)  { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() | ||||
|     inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); }                              // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem | ||||
|     inline void FocusableItemUnregister(ImGuiWindow* window)            { IM_ASSERT(0); IM_UNUSED(window); }                              // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem | ||||
| #endif | ||||
|  | ||||
|     // Logging/Capture | ||||
| @@ -2684,6 +2673,7 @@ namespace ImGui | ||||
|     IMGUI_API bool          BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); | ||||
|  | ||||
|     // Menus | ||||
|     IMGUI_API bool          BeginMenuEx(const char* label, const char* icon, bool enabled = true); | ||||
|     IMGUI_API bool          MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); | ||||
|  | ||||
|     // Combos | ||||
| @@ -2693,9 +2683,10 @@ namespace ImGui | ||||
|  | ||||
|     // Gamepad/Keyboard Navigation | ||||
|     IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit); | ||||
|     IMGUI_API bool          NavMoveRequestButNoResultYet(); | ||||
|     IMGUI_API bool          NavMoveRequestButNoResultYet(); // Should be called ~NavMoveRequestIsActiveButNoResultYet() | ||||
|     IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags); | ||||
|     IMGUI_API void          NavMoveRequestCancel(); | ||||
|     IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); | ||||
|     IMGUI_API void          NavMoveRequestApplyResult(); | ||||
|     IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); | ||||
|     IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); | ||||
|     IMGUI_API ImVec2        GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (tables and columns code) | ||||
|  | ||||
| /* | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // dear imgui, v1.84 | ||||
| // dear imgui, v1.85 WIP | ||||
| // (widgets code) | ||||
|  | ||||
| /* | ||||
| @@ -152,9 +152,13 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) | ||||
|     ImGuiWindow* window = GetCurrentWindow(); | ||||
|     if (window->SkipItems) | ||||
|         return; | ||||
|  | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     IM_ASSERT(text != NULL); | ||||
|  | ||||
|     // Accept null ranges | ||||
|     if (text == text_end) | ||||
|         text = text_end = ""; | ||||
|  | ||||
|     // Calculate length | ||||
|     const char* text_begin = text; | ||||
|     if (text_end == NULL) | ||||
|         text_end = text + strlen(text); // FIXME-OPT | ||||
| @@ -3975,13 +3979,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ | ||||
|     ImGuiItemStatusFlags item_status_flags = 0; | ||||
|     if (is_multiline) | ||||
|     { | ||||
|         ImVec2 backup_pos = window->DC.CursorPos; | ||||
|         ItemSize(total_bb, style.FramePadding.y); | ||||
|         if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) | ||||
|         { | ||||
|             ItemSize(total_bb, style.FramePadding.y); | ||||
|             EndGroup(); | ||||
|             return false; | ||||
|         } | ||||
|         item_status_flags = g.LastItemData.StatusFlags; | ||||
|         window->DC.CursorPos = backup_pos; | ||||
|  | ||||
|         // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. | ||||
|         PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); | ||||
| @@ -5900,12 +5906,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l | ||||
|                 toggled = true; | ||||
|         } | ||||
|  | ||||
|         if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) | ||||
|         if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) | ||||
|         { | ||||
|             toggled = true; | ||||
|             NavMoveRequestCancel(); | ||||
|         } | ||||
|         if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? | ||||
|         if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? | ||||
|         { | ||||
|             toggled = true; | ||||
|             NavMoveRequestCancel(); | ||||
| @@ -6693,18 +6699,17 @@ void ImGui::EndMenuBar() | ||||
|         ImGuiWindow* nav_earliest_child = g.NavWindow; | ||||
|         while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) | ||||
|             nav_earliest_child = nav_earliest_child->ParentWindow; | ||||
|         if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) | ||||
|         if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0) | ||||
|         { | ||||
|             // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. | ||||
|             // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) | ||||
|             // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) | ||||
|             const ImGuiNavLayer layer = ImGuiNavLayer_Menu; | ||||
|             IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check | ||||
|             FocusWindow(window); | ||||
|             SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); | ||||
|             g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. | ||||
|             g.NavDisableMouseHover = g.NavMousePosDirty = true; | ||||
|             g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; | ||||
|             NavMoveRequestCancel(); | ||||
|             NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveRequestFlags); // Repeat | ||||
|         } | ||||
|     } | ||||
|  | ||||
| @@ -6797,7 +6802,7 @@ void ImGui::EndMainMenuBar() | ||||
|     End(); | ||||
| } | ||||
|  | ||||
| bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
| bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) | ||||
| { | ||||
|     ImGuiWindow* window = GetCurrentWindow(); | ||||
|     if (window->SkipItems) | ||||
| @@ -6864,13 +6869,15 @@ bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
|         // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. | ||||
|         //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. | ||||
|         popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); | ||||
|         float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself | ||||
|         float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; | ||||
|         float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); | ||||
|         float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame | ||||
|         float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); | ||||
|         ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); | ||||
|         pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); | ||||
|         RenderText(text_pos, label); | ||||
|         if (icon_w > 0.0f) | ||||
|             RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); | ||||
|         RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); | ||||
|     } | ||||
|     if (!enabled) | ||||
| @@ -6918,7 +6925,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
|             want_close = menu_is_open; | ||||
|             want_open = !menu_is_open; | ||||
|         } | ||||
|         if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open | ||||
|         if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open | ||||
|         { | ||||
|             want_open = true; | ||||
|             NavMoveRequestCancel(); | ||||
| @@ -6936,7 +6943,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
|         { | ||||
|             want_open = true; | ||||
|         } | ||||
|         else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open | ||||
|         else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open | ||||
|         { | ||||
|             want_open = true; | ||||
|             NavMoveRequestCancel(); | ||||
| @@ -6975,6 +6982,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
|     return menu_is_open; | ||||
| } | ||||
|  | ||||
| bool ImGui::BeginMenu(const char* label, bool enabled) | ||||
| { | ||||
|     return BeginMenuEx(label, NULL, enabled); | ||||
| } | ||||
|  | ||||
| void ImGui::EndMenu() | ||||
| { | ||||
|     // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). | ||||
|   | ||||
| @@ -6,6 +6,7 @@ | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. | ||||
| //  2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. | ||||
| //  2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. | ||||
| //  2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). | ||||
| @@ -539,7 +540,8 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u | ||||
|  | ||||
|             // Render glyph into a bitmap (currently held by FreeType) | ||||
|             const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); | ||||
|             IM_ASSERT(ft_bitmap); | ||||
|             if (ft_bitmap == NULL) | ||||
|                 continue; | ||||
|  | ||||
|             // Allocate new temporary chunk if needed | ||||
|             const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; | ||||
|   | ||||
		Reference in New Issue
	
	Block a user