Updated ImGui.

This commit is contained in:
Бранимир Караџић 2019-01-04 14:33:10 -08:00
parent bc65303576
commit 7d7a94661e
4 changed files with 13 additions and 7 deletions

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@ -379,6 +379,9 @@ CODE
- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
@ -2534,6 +2537,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
} }
} }
// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -4914,6 +4918,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Position child window // Position child window
if (flags & ImGuiWindowFlags_ChildWindow) if (flags & ImGuiWindowFlags_ChildWindow)
{ {
IM_ASSERT(parent_window->Active);
window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window); parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
@ -5381,7 +5386,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false; g.NavIdIsAlive = false;
g.NavLayer = ImGuiNavLayer_Main; g.NavLayer = ImGuiNavLayer_Main;
//printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
} }
// Passing NULL allow to disable keyboard focus // Passing NULL allow to disable keyboard focus
@ -6558,7 +6563,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
if (g.OpenPopupStack.Size < current_stack_size + 1) if (g.OpenPopupStack.Size < current_stack_size + 1)
{ {
g.OpenPopupStack.push_back(popup_ref); g.OpenPopupStack.push_back(popup_ref);
@ -7348,7 +7353,7 @@ static void ImGui::NavUpdate()
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
g.IO.WantSetMousePos = false; g.IO.WantSetMousePos = false;
#if 0 #if 0
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif #endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)

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@ -1283,7 +1283,7 @@ struct ImGuiIO
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame) float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions // Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]

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@ -101,6 +101,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
#else #else
#define IM_NEWLINE "\n" #define IM_NEWLINE "\n"
#endif #endif
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255

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@ -488,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window); SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus)) if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window); SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
} }
@ -5862,7 +5862,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
g.CurrentTabBar.push_back(tab_bar); g.CurrentTabBar.push_back(tab_bar);
if (tab_bar->CurrFrameVisible == g.FrameCount) if (tab_bar->CurrFrameVisible == g.FrameCount)
{ {
//printf("[%05d] BeginTabBarEx already called this frame\n", g.FrameCount); //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
IM_ASSERT(0); IM_ASSERT(0);
return true; return true;
} }