Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut
2022-11-15 15:40:54 +01:00
12 changed files with 132 additions and 110 deletions

119
imgui.cpp
View File

@@ -1,4 +1,4 @@
// dear imgui, v1.89 WIP
// dear imgui, v1.89
// (main code and documentation)
// Help:
@@ -962,7 +962,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
// Docking
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
@@ -4506,10 +4506,13 @@ static void ImGui::UpdateMouseInputs()
}
}
static void LockWheelingWindow(ImGuiWindow* window)
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
{
ImGuiContext& g = *GImGui;
g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
if (window)
g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
else
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindow == window)
return;
IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
@@ -4528,7 +4531,7 @@ void ImGui::UpdateMouseWheel()
if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindowReleaseTimer <= 0.0f)
LockWheelingWindow(NULL);
LockWheelingWindow(NULL, 0.0f);
}
ImVec2 wheel;
@@ -4546,7 +4549,7 @@ void ImGui::UpdateMouseWheel()
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
LockWheelingWindow(mouse_window);
LockWheelingWindow(mouse_window, wheel.y);
ImGuiWindow* window = mouse_window;
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
@@ -4585,7 +4588,7 @@ void ImGui::UpdateMouseWheel()
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
LockWheelingWindow(mouse_window);
LockWheelingWindow(mouse_window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
@@ -4600,7 +4603,7 @@ void ImGui::UpdateMouseWheel()
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
LockWheelingWindow(mouse_window);
LockWheelingWindow(mouse_window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
@@ -8650,6 +8653,53 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
return routing_data;
}
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobalHigh
// - 1: ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobal
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobalLow
// - 255: never route
// 'flags' should include an explicit routing policy
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
{
if (flags & ImGuiInputFlags_RouteFocused)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* focused = g.NavWindow;
// ActiveID gets top priority
// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
if (owner_id != 0 && g.ActiveId == owner_id)
return 1;
// Score based on distance to focused window (lower is better)
// Assuming both windows are submitting a routing request,
// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
if (focused != NULL && focused->RootWindow == location->RootWindow)
for (int next_score = 3; focused != NULL; next_score++)
{
if (focused == location)
{
IM_ASSERT(next_score < 255);
return next_score;
}
focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
}
return 255;
}
// ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
if (flags & ImGuiInputFlags_RouteGlobal)
return 2;
if (flags & ImGuiInputFlags_RouteGlobalLow)
return 254;
return 0;
}
// Request a desired route for an input chord (key + mods).
// Return true if the route is available this frame.
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
@@ -8671,54 +8721,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
if (flags & ImGuiInputFlags_RouteAlways)
return true;
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobalHigh
// - 1: ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobal
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobalLow
// - 255: none
int score = 255;
if (flags & ImGuiInputFlags_RouteFocused)
{
ImGuiWindow* location = g.CurrentWindow;
ImGuiWindow* focused = g.NavWindow;
if (g.ActiveId != 0 && g.ActiveId == owner_id)
{
// ActiveID gets top priority
// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
score = 1;
}
else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out
{
// Score based on distance to focused window (lower is better)
// Assuming both windows are submitting a routing request,
// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
for (int next_score = 3; focused != NULL; next_score++)
{
if (focused == location)
{
IM_ASSERT(next_score < 255);
score = (ImU8)next_score;
break;
}
focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
}
}
}
else
{
if (flags & ImGuiInputFlags_RouteGlobal)
score = 2;
else if (flags & ImGuiInputFlags_RouteGlobalLow)
score = 254;
else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional
score = 0;
}
const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
if (score == 255)
return false;
@@ -8957,6 +8960,10 @@ void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
g.IO.MouseClickedPos[button] = g.IO.MousePos;
}
// Get desired mouse cursor shape.
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
// updated during the frame, and locked in EndFrame()/Render().
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
ImGuiMouseCursor ImGui::GetMouseCursor()
{
ImGuiContext& g = *GImGui;