Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2023-05-10 12:57:37 +02:00
53 changed files with 383 additions and 138 deletions

View File

@@ -1597,7 +1597,7 @@ void ImGuiIO::AddFocusEvent(bool focused)
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
if (latest_focused == focused)
if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
return;
ImGuiInputEvent e;
@@ -3772,6 +3772,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
DrawList = &DrawListInst;
DrawList->_Data = &Ctx->DrawListSharedData;
DrawList->_OwnerName = Name;
NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
}
@@ -7071,8 +7072,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// - 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)
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)
@@ -11282,6 +11283,12 @@ void ImGui::SetNavWindow(ImGuiWindow* window)
NavUpdateAnyRequestFlag();
}
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
}
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
@@ -11292,6 +11299,10 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id
g.NavFocusScopeId = focus_scope_id;
g.NavWindow->NavLastIds[nav_layer] = id;
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
// Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
}
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
@@ -11316,6 +11327,10 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
g.NavDisableMouseHover = true;
else
g.NavDisableHighlight = true;
// Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
}
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
@@ -11408,16 +11423,22 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
}
if (IsMouseHoveringRect(cand.Min, cand.Max))
const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
if (debug_hovering || debug_tty)
{
ImFormatString(buf, IM_ARRAYSIZE(buf),
"d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
ImDrawList* draw_list = GetForegroundDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,200));
draw_list->AddText(cand.Max, ~0U, buf);
dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
if (debug_hovering)
{
ImDrawList* draw_list = GetForegroundDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
draw_list->AddText(cand.Max, ~0U, buf);
}
if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
}
#endif
@@ -11988,11 +12009,11 @@ static void ImGui::NavUpdate()
// [DEBUG]
g.NavScoringDebugCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
if (ImGuiWindow* debug_window = g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
ImDrawList* draw_list = GetForegroundDrawList(debug_window);
int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
//if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}
@@ -12013,6 +12034,28 @@ void ImGui::NavInitRequestApplyResult()
NavRestoreHighlightAfterMove();
}
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir)
{
// Bias initial rect
ImGuiContext& g = *GImGui;
const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
// Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
// - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
// - But each successful move sets new bias on one axis, only cleared when using mouse.
if (preferred_pos_rel.x == FLT_MAX)
preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
if (preferred_pos_rel.y == FLT_MAX)
preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
// Apply general bias on the other axis
if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
else
r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
}
void ImGui::NavUpdateCreateMoveRequest()
{
ImGuiContext& g = *GImGui;
@@ -12119,8 +12162,8 @@ void ImGui::NavUpdateCreateMoveRequest()
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
scoring_rect.TranslateY(scoring_rect_offset_y);
scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
scoring_rect.Max.x = scoring_rect.Min.x;
if (g.NavMoveSubmitted)
NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir);
IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
@@ -12174,12 +12217,14 @@ void ImGui::NavMoveRequestApplyResult()
result = &g.NavTabbingResultFirst;
// In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
if (result == NULL)
{
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
return;
}
@@ -12224,10 +12269,19 @@ void ImGui::NavMoveRequestApplyResult()
g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
}
// Focus
// Apply new NavID/Focus
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
// Restore last preferred position for current axis
// (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) == 0)
{
preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
}
// Tabbing: Activates Inputable or Focus non-Inputable
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
{
@@ -12441,6 +12495,8 @@ static void ImGui::NavUpdateCreateWrappingRequest()
if (!do_forward)
return;
window->NavRectRel[g.NavLayer] = bb_rel;
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
}
@@ -18878,7 +18934,7 @@ void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
void ImGui::DebugTextEncoding(const char* str)
{
Text("Text: \"%s\"", str);
if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
return;
TableSetupColumn("Offset");
TableSetupColumn("UTF-8");
@@ -20012,6 +20068,9 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
DebugLocateItemOnHover(window->NavLastIds[layer]);
}
const ImVec2* pr = window->NavPreferredScoringPosRel;
for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);