Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2022-11-24 21:26:49 +01:00
10 changed files with 132 additions and 30 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.90 WIP
// dear imgui, v1.89.1
// (main code and documentation)
// Help:
@@ -80,6 +80,7 @@ CODE
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
// [SECTION] LOCALIZATION
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
// [SECTION] DOCKING
// [SECTION] PLATFORM DEPENDENT HELPERS
@@ -4953,12 +4954,24 @@ void ImGui::NewFrame()
CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
}
// IMPORTANT: ###xxx suffixes must be same in ALL languages
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
{
{ ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
{ ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
{ ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
{ ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
{ ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
{ ImGuiLocKey_WindowingPopup, "(Popup)" },
{ ImGuiLocKey_WindowingUntitled, "(Untitled)" },
};
void ImGui::Initialize()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
// Add .ini handle for ImGuiWindow type
// Add .ini handle for ImGuiWindow and ImGuiTable types
{
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
@@ -4970,10 +4983,11 @@ void ImGui::Initialize()
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
AddSettingsHandler(&ini_handler);
}
// Add .ini handle for ImGuiTable type
TableSettingsAddSettingsHandler();
// Setup default localization table
LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
@@ -9308,6 +9322,8 @@ void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
return;
if (window->SkipItems)
return;
IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
#else
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
@@ -10157,8 +10173,8 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x;
const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y;
const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth();
const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight();
const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
{
@@ -10169,8 +10185,10 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
{
float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x;
SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f);
if (can_be_fully_visible_x)
SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.y) * 0.5f) - window->Pos.x, 0.5f);
else
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
}
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
@@ -10182,8 +10200,10 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
{
float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y;
SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f);
if (can_be_fully_visible_y)
SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
else
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
}
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
@@ -12333,12 +12353,12 @@ static void ImGui::NavUpdateWindowing()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return "(Popup)";
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
if (window->DockNodeAsHost)
return "(Dock node)";
return "(Untitled)";
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
@@ -12684,7 +12704,7 @@ void ImGui::RenderDragDropTargetRect(const ImRect& bb)
const ImGuiPayload* ImGui::GetDragDropPayload()
{
ImGuiContext& g = *GImGui;
return g.DragDropActive ? &g.DragDropPayload : NULL;
return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
}
// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
@@ -13296,6 +13316,18 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
}
//-----------------------------------------------------------------------------
// [SECTION] LOCALIZATION
//-----------------------------------------------------------------------------
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < count; n++)
g.LocalizationTable[entries[n].Key] = entries[n].Text;
}
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------