mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Merge branch 'master' into viewport
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
86
imgui.cpp
86
imgui.cpp
@ -1,4 +1,4 @@
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// dear imgui, v1.65
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// dear imgui, v1.66 WIP
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// (main code and documentation)
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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@ -917,7 +917,7 @@ static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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// Settings
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static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
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@ -3358,6 +3358,7 @@ void ImGui::NewFrame()
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g.NavIdTabCounter = INT_MAX;
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// Mark all windows as not visible
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IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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@ -3369,7 +3370,7 @@ void ImGui::NewFrame()
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// Closing the focused window restore focus to the first active root window in descending z-order
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if (g.NavWindow && !g.NavWindow->WasActive)
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FocusFrontMostActiveWindowIgnoringOne(NULL);
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FocusPreviousWindowIgnoringOne(NULL);
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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@ -3424,7 +3425,12 @@ void ImGui::Shutdown(ImGuiContext* context)
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// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
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if (g.SettingsLoaded && g.IO.IniFilename != NULL)
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{
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ImGuiContext* backup_context = GImGui;
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SetCurrentContext(context);
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SaveIniSettingsToDisk(g.IO.IniFilename);
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SetCurrentContext(backup_context);
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}
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// Destroy platform windows
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ImGuiContext* backup_context = ImGui::GetCurrentContext();
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@ -3436,6 +3442,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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for (int i = 0; i < g.Windows.Size; i++)
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IM_DELETE(g.Windows[i]);
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g.Windows.clear();
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g.WindowsFocusOrder.clear();
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g.WindowsSortBuffer.clear();
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g.CurrentWindow = NULL;
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g.CurrentWindowStack.clear();
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@ -3485,7 +3492,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
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return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
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}
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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{
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out_sorted_windows->push_back(window);
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if (window->Active)
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@ -3497,7 +3504,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows,
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Active)
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AddWindowToSortedBuffer(out_sorted_windows, child);
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AddWindowToSortBuffer(out_sorted_windows, child);
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}
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}
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}
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@ -3731,7 +3738,7 @@ void ImGui::EndFrame()
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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continue;
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AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
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AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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@ -4391,7 +4398,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = ImFloor(settings->Size);
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}
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window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
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window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size);
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window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values
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if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
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@ -4408,8 +4415,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
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}
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g.WindowsFocusOrder.push_back(window);
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if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
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g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
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g.Windows.push_front(window); // Quite slow but rare and only once
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else
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g.Windows.push_back(window);
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return window;
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@ -5450,7 +5458,21 @@ void ImGui::End()
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SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
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}
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.WindowsFocusOrder.back() == window)
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return;
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for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
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if (g.WindowsFocusOrder[i] == window)
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{
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memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
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g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
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break;
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}
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}
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void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* current_front_window = g.Windows.back();
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@ -5459,13 +5481,13 @@ void ImGui::BringWindowToFront(ImGuiWindow* window)
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
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if (g.Windows[i] == window)
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{
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g.Windows.erase(g.Windows.Data + i);
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g.Windows.push_back(window);
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memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
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g.Windows[g.Windows.Size - 1] = window;
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break;
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}
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}
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void ImGui::BringWindowToBack(ImGuiWindow* window)
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void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.Windows[0] == window)
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@ -5510,20 +5532,24 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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ClearActiveID();
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// Bring to front
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BringWindowToFocusFront(window);
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if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
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BringWindowToFront(window);
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BringWindowToDisplayFront(window);
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}
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void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window)
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void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
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{
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
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{
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ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
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ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
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FocusWindow(focus_window);
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return;
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}
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}
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}
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void ImGui::PushItemWidth(float item_width)
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@ -5984,7 +6010,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
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if (size.x > 0.0f)
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{
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window->AutoFitFramesX = 0;
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window->SizeFull.x = size.x;
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window->SizeFull.x = ImFloor(size.x);
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}
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else
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{
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@ -5994,7 +6020,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
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if (size.y > 0.0f)
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{
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window->AutoFitFramesY = 0;
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window->SizeFull.y = size.y;
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window->SizeFull.y = ImFloor(size.y);
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}
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else
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{
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@ -8438,11 +8464,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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return 0.0f;
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}
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static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size-1; i >= 0; i--)
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if (g.Windows[i] == window)
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for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
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if (g.WindowsFocusOrder[i] == window)
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return i;
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return -1;
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}
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@ -8450,9 +8476,9 @@ static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.Windows[i]))
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return g.Windows[i];
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for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
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return g.WindowsFocusOrder[i];
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return NULL;
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}
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@ -8463,10 +8489,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
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return;
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
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if (window_target) // Don't reset windowing target if there's a single window in the list
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
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g.NavWindowingToggleLayer = false;
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@ -8498,7 +8524,7 @@ static void ImGui::NavUpdateWindowing()
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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@ -8631,9 +8657,9 @@ void ImGui::NavUpdateWindowingList()
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SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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for (int n = g.Windows.Size - 1; n >= 0; n--)
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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{
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ImGuiWindow* window = g.Windows[n];
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ImGuiWindow* window = g.WindowsFocusOrder[n];
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if (!IsWindowNavFocusable(window))
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continue;
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const char* label = window->Name;
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