Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
This commit is contained in:
ocornut
2024-01-22 19:01:25 +01:00
15 changed files with 420 additions and 259 deletions

View File

@@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
// Frame N + RepeatDelay + RepeatRate*N true true - true
//-------------------------------------------------------------------------------------------------------------------------------------------------
// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
@@ -597,8 +600,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.NavDisableHighlight = true;
}
// Gamepad/Keyboard navigation
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
// Gamepad/Keyboard handling
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
@@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
pressed = true;
SetActiveID(id, window);
g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
SetFocusID(id, window);
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
g.ActiveIdFromShortcut = true;
}
}
@@ -667,7 +672,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
// When activated using Nav, we hold on the ActiveID until activation button is released
if (g.NavActivateDownId == id)
held = true;
held = true; // hovered == true not true as we are already likely hovered on direct activation.
else
ClearActiveID();
}
@@ -675,6 +680,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.ActiveIdHasBeenPressedBefore = true;
}
// Activation highlight (this may be a remote activation)
if (g.NavHighlightActivatedId == id)
hovered = true;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
@@ -4257,6 +4266,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
SetKeyOwner(ImGuiKey_Enter, id);
SetKeyOwner(ImGuiKey_KeypadEnter, id);
SetKeyOwner(ImGuiKey_Home, id);
SetKeyOwner(ImGuiKey_End, id);
if (is_multiline)
@@ -4266,8 +4277,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id);
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
SetShortcutRouting(ImGuiKey_Tab, id);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
@@ -4396,11 +4405,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
// FIXME: Implement Shift+Tab
/*
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
{
}
*/
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)