Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
This commit is contained in:
omar
2018-08-13 17:50:48 -07:00
26 changed files with 237 additions and 142 deletions

107
imgui.cpp
View File

@ -859,14 +859,23 @@
#endif
#endif
static const ImS32 IM_S32_MIN = 0x80000000; // INT_MIN;
static const ImS32 IM_S32_MAX = 0x7FFFFFFF; // INT_MAX;
static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
static const ImU32 IM_U32_MIN = 0;
static const ImU32 IM_U32_MAX = 0xFFFFFFFF;
static const ImS64 IM_S64_MIN = -9223372036854775807ll - 1ll;
static const ImS64 IM_S64_MAX = 9223372036854775807ll;
static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
#ifdef LLONG_MIN
static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
#else
static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
static const ImS64 IM_S64_MAX = 9223372036854775807LL;
#endif
static const ImU64 IM_U64_MIN = 0;
static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull;
#ifdef ULLONG_MAX
static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
#else
static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
@ -1676,7 +1685,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_
return NULL;
}
if (padding_bytes > 0)
memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
fclose(f);
if (out_file_size)
@ -2148,7 +2157,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
Active = WasActive = false;
WriteAccessed = false;
Collapsed = false;
CollapseToggleWanted = false;
WantCollapseToggle = false;
SkipItems = false;
Appearing = false;
Hidden = false;
@ -3060,7 +3069,7 @@ static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
return -1;
}
static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
{
ImGuiContext& g = *GImGui;
for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
@ -3132,9 +3141,9 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
return;
const int i_current = FindWindowIndex(g.NavWindowingTarget);
ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
if (!window_target)
window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
if (window_target) // Don't reset windowing target if there's a single window in the list
g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
g.NavWindowingToggleLayer = false;
@ -3166,7 +3175,7 @@ static void ImGui::NavUpdateWindowing()
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
@ -3299,7 +3308,7 @@ void ImGui::NavUpdateWindowingList()
SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
for (int n = g.Windows.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.Windows[n];
@ -4888,6 +4897,8 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsRenderWindows++;
AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
@ -4900,8 +4911,6 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
AddWindowToDrawData(window, layer);
}
@ -5087,6 +5096,7 @@ void ImGui::EndFrame()
IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
g.Windows.swap(g.WindowsSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount;
// Unlock font atlas
g.IO.Fonts->Locked = false;
@ -5109,8 +5119,8 @@ void ImGui::Render()
ImGui::EndFrame();
g.FrameCountRendered = g.FrameCount;
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
// Gather ImDrawList to render (for each active window)
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
for (int n = 0; n != g.Viewports.Size; n++)
g.Viewports[n]->DrawDataBuilder.Clear();
ImGuiWindow* windows_to_render_front_most[2];
@ -5127,28 +5137,8 @@ void ImGui::Render()
AddRootWindowToDrawData(windows_to_render_front_most[n]);
// Draw software mouse cursor if requested
ImVec2 offset, size, uv[4];
if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
{
// We need to account for the possibility of the mouse cursor straddling multiple viewports...
const ImVec2 pos = g.IO.MousePos - offset;
const ImTextureID tex_id = g.IO.Fonts->TexID;
const float sc = g.Style.MouseCursorScale;
for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_n];
if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc)))
{
ImDrawList* draw_list = GetOverlayDrawList(viewport);
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos+ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
draw_list->AddImage(tex_id, pos+ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
draw_list->AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
draw_list->AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
draw_list->PopTextureID();
}
}
}
if (g.IO.MouseDrawCursor)
RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
@ -5455,19 +5445,6 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
}
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
switch (direction)
{
case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
}
}
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
{
@ -7307,8 +7284,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
ImRect title_bar_rect = window->TitleBarRect();
if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
window->CollapseToggleWanted = true;
if (window->CollapseToggleWanted)
window->WantCollapseToggle = true;
if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
MarkIniSettingsDirty(window);
@ -7319,7 +7296,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
window->Collapsed = false;
}
window->CollapseToggleWanted = false;
window->WantCollapseToggle = false;
// SIZE
@ -7701,7 +7678,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Collapse button
if (!(flags & ImGuiWindowFlags_NoCollapse))
if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
// Close button
if (p_open != NULL)
@ -8407,8 +8384,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return window->Active && window == window->RootWindow && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
float ImGui::GetWindowWidth()
@ -9478,7 +9454,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID((void *)user_texture_id);
PushID((void*)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
@ -13176,7 +13152,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
{
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
@ -14932,8 +14910,9 @@ void ImGui::EndDragDropTarget()
//-----------------------------------------------------------------------------
#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
#undef WIN32_LEAN_AND_MEAN
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef __MINGW32__
#include <Windows.h>
#else
@ -15077,9 +15056,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
static bool show_draw_cmd_clip_rects = true;
static bool show_window_begin_order = false;
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);