Merge branch 'master' into docking

This commit is contained in:
ocornut
2024-01-09 22:39:06 +01:00
16 changed files with 309 additions and 141 deletions

View File

@@ -6390,28 +6390,40 @@ static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_
window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
}
static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
{
const ImGuiResizeBorderDef& def = resize_border_def[border_n];
const float rounding = window->WindowRounding;
const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
}
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
float rounding = window->WindowRounding;
float border_size = window->WindowBorderSize;
if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
const float border_size = window->WindowBorderSize;
const ImU32 border_col = GetColorU32(ImGuiCol_Border);
if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
else if (border_size > 0.0f)
{
if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
if (window->ChildFlags & ImGuiChildFlags_ResizeY)
RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
}
if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
{
const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
const ImGuiResizeBorderDef& def = resize_border_def[border_n];
const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
}
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
{
float y = window->Pos.y + window->TitleBarHeight() - 1;
window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
}
}
@@ -9016,13 +9028,28 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
flags |= ImGuiInputFlags_Repeat;
bool pressed = (t == 0.0f);
if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
{
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
{
// Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
// Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
ImGuiContext& g = *GImGui;
double key_pressed_time = g.Time - t + 0.00001f;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
pressed = false;
}
}
if (!pressed)
return false;
@@ -9074,7 +9101,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput
const float t = g.IO.MouseDownDuration[button];
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
@@ -9314,7 +9341,9 @@ static void ImGui::UpdateKeyboardInputs()
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
}
}
#endif
// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
@@ -9337,7 +9366,6 @@ static void ImGui::UpdateKeyboardInputs()
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
#undef NAV_MAP_KEY
}
#endif
#endif
// Update aliases
@@ -9346,15 +9374,20 @@ static void ImGui::UpdateKeyboardInputs()
UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
// Synchronize io.KeyMods and io.KeyXXX values.
// Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
const ImGuiKeyChord prev_key_mods = io.KeyMods;
io.KeyMods = GetMergedModsFromKeys();
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
if (prev_key_mods != io.KeyMods)
g.LastKeyModsChangeTime = g.Time;
if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
g.LastKeyModsChangeFromNoneTime = g.Time;
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
@@ -9370,6 +9403,14 @@ static void ImGui::UpdateKeyboardInputs()
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
if (key_data->DownDuration == 0.0f)
{
ImGuiKey key = (ImGuiKey)(ImGuiKey_NamedKey_BEGIN + i);
if (IsKeyboardKey(key))
g.LastKeyboardKeyPressTime = g.Time;
else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
g.LastKeyboardKeyPressTime = g.Time;
}
}
// Update keys/input owner (named keys only): one entry per key
@@ -9383,6 +9424,7 @@ static void ImGui::UpdateKeyboardInputs()
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}
// Update key routing (for e.g. shortcuts)
UpdateKeyRoutingTable(&g.KeysRoutingTable);
}
@@ -9899,7 +9941,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(&g, mods);
if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
return false;
return true;
}
@@ -9912,6 +9954,11 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
if (!SetShortcutRouting(key_chord, owner_id, flags))
return false;
// Default repeat behavior for Shortcut()
// So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
if ((flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
if (!IsKeyChordPressed(key_chord, owner_id, flags))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
@@ -12502,7 +12549,7 @@ void ImGui::NavUpdateCreateMoveRequest()
g.NavMoveScrollFlags = ImGuiScrollFlags_None;
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }