Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2023-12-20 23:57:19 +01:00
17 changed files with 145 additions and 40 deletions

View File

@@ -432,9 +432,10 @@ CODE
- likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2023/12/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
- 2023/12/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
- 2023/12/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
- 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
- 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
- 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
- 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
- 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
- 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
@@ -4982,7 +4983,7 @@ void ImGui::NewFrame()
g.DebugLocateId = 0;
if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
{
DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
DebugLog("(Debug Log: Auto-disabled ImGuiDebugLogFlags_EventClipper after 2 frames)\n");
g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
}
@@ -6825,7 +6826,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Add to focus scope stack
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
PushFocusScope(window->ID);
if ((flags & ImGuiWindowFlags_NavFlattened) == 0)
PushFocusScope(window->ID);
window->NavRootFocusScopeId = g.CurrentFocusScopeId;
g.CurrentWindow = NULL;
@@ -7586,7 +7588,8 @@ void ImGui::End()
EndColumns();
if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle
PopClipRect();
PopFocusScope();
if ((window->Flags & ImGuiWindowFlags_NavFlattened) == 0)
PopFocusScope();
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
@@ -8194,7 +8197,7 @@ void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const I
window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
}
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
{
window->Hidden = window->SkipItems = true;
window->HiddenFramesCanSkipItems = 1;
@@ -10260,6 +10263,7 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
// Advance cursor given item size for layout.
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
// THIS IS IN THE PERFORMANCE CRITICAL PATH.
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
{
ImGuiContext& g = *GImGui;
@@ -10299,6 +10303,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;
@@ -10313,11 +10318,11 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
// Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
// Directional navigation processing
if (id != 0)
{
KeepAliveID(id);
// Directional navigation processing
// Runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
@@ -10329,18 +10334,16 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
{
// FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
if (g.NavId == id || g.NavAnyRequest)
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem();
}
// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.com/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
}
// Lightweight clear of SetNextItemXXX data.
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
g.NextItemData.ItemFlags = ImGuiItemFlags_None;
@@ -10350,7 +10353,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
#endif
// Clipping test
// (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
// (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
//const bool is_clipped = IsClippedEx(bb, id);
//if (is_clipped)
// return false;
@@ -10362,12 +10365,20 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (id != 0 && id == g.DebugLocateId)
DebugLocateItemResolveWithLastItem();
#endif
if (id != 0)
{
if (id == g.DebugLocateId)
DebugLocateItemResolveWithLastItem();
// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.com/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
}
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
//if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
#endif
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (is_rect_visible)
@@ -10518,10 +10529,10 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
for (int i = components - 1; i > 0; i--)
{
float next_split = IM_TRUNC(w_items * i / components);
window->DC.ItemWidthStack.push_back(prev_split - next_split);
window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
prev_split = next_split;
}
window->DC.ItemWidth = prev_split;
window->DC.ItemWidth = ImMax(prev_split, 1.0f);
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
@@ -11023,7 +11034,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
if (window->Active)
{
// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
SetWindowHiddendAndSkipItemsForCurrentFrame(window);
SetWindowHiddenAndSkipItemsForCurrentFrame(window);
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
@@ -11971,6 +11982,8 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag
if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
return;
if (g.NavFocusScopeId != g.CurrentFocusScopeId)
return;
// - Can always land on an item when using API call.
// - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
@@ -12317,8 +12330,8 @@ static void ImGui::NavUpdate()
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
@@ -13217,7 +13230,7 @@ bool ImGui::BeginTooltipHidden()
{
ImGuiContext& g = *GImGui;
bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
return ret;
}
@@ -19944,7 +19957,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
#endif
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
@@ -20722,6 +20735,9 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
SetClipboardText(g.DebugLogBuf.c_str());
BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
ImGuiListClipper clipper;
clipper.Begin(g.DebugLogIndex.size());
while (clipper.Step())
@@ -20729,10 +20745,10 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
{
const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
TextUnformatted(line_begin, line_end);
TextUnformatted(line_begin, line_end); // Display line
ImRect text_rect = g.LastItemData.Rect;
if (IsItemHovered())
for (const char* p = line_begin; p <= line_end - 10; p++)
for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers
{
ImGuiID id = 0;
if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
@@ -20745,6 +20761,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
p += 10;
}
}
g.DebugLogFlags = backup_log_flags;
if (GetScrollY() >= GetScrollMaxY())
SetScrollHereY(1.0f);
EndChild();