Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
This commit is contained in:
ocornut
2022-08-03 22:04:03 +02:00
6 changed files with 79 additions and 26 deletions

View File

@@ -392,7 +392,15 @@ 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.
- 2022/07/08 (1.88) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
- 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
- added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
- old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
- had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
- new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
- always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
- 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
- Official backends from 1.87+ -> no issue.
- Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
- Custom backends not writing to io.NavInputs[] -> no issue.
@@ -3932,7 +3940,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingNavAndKeys();
SetActiveIdUsingAllKeyboardKeys();
bool can_move_window = true;
if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
@@ -5489,12 +5497,17 @@ void ImGui::SetItemUsingMouseWheel()
}
}
void ImGui::SetActiveIdUsingNavAndKeys()
// FIXME: Technically this also prevents use of Gamepad D-Pad, may not be an issue.
void ImGui::SetActiveIdUsingAllKeyboardKeys()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = ~(ImU32)0;
g.ActiveIdUsingKeyInputMask.SetAllBits();
g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END);
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl);
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift);
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt);
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper);
NavMoveRequestCancel();
}
@@ -11873,7 +11886,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
source_drag_active = IsMouseDragging(mouse_button);
// Disable navigation and key inputs while dragging + cancel existing request if any
SetActiveIdUsingNavAndKeys();
SetActiveIdUsingAllKeyboardKeys();
}
else
{