Updated ImGui.
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30
3rdparty/dear-imgui/imgui.cpp
vendored
30
3rdparty/dear-imgui/imgui.cpp
vendored
@ -2626,6 +2626,14 @@ ImGuiID ImGuiWindow::GetID(const void* ptr)
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return id;
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}
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ImGuiID ImGuiWindow::GetID(int n)
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{
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ImGuiID seed = IDStack.back();
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ImGuiID id = ImHashData(&n, sizeof(n), seed);
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ImGui::KeepAliveID(id);
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return id;
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}
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ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
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{
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ImGuiID seed = IDStack.back();
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@ -2638,6 +2646,12 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
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return ImHashData(&ptr, sizeof(void*), seed);
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}
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ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
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{
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ImGuiID seed = IDStack.back();
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return ImHashData(&n, sizeof(n), seed);
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}
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// This is only used in rare/specific situations to manufacture an ID out of nowhere.
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ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
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{
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@ -3577,9 +3591,12 @@ void ImGui::NewFrame()
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g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
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g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
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// Find hovered window
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// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
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UpdateHoveredWindowAndCaptureFlags();
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
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UpdateMouseMovingWindowNewFrame();
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UpdateHoveredWindowAndCaptureFlags();
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// Background darkening/whitening
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if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
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@ -4724,7 +4741,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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}
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else
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{
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// Maximum window size is determined by the display size
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// Maximum window size is determined by the viewport size or monitor size
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const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
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const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
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ImVec2 size_min = style.WindowMinSize;
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@ -5083,7 +5100,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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const bool has_close_button = (p_open != NULL);
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const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse);
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// Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
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// Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
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const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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@ -5453,7 +5470,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
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window->Pos = FindBestWindowPosForPopup(window);
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// Clamp position/size so it stays visible
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// Clamp position/size so window stays visible within its viewport or monitor
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// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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ImRect viewport_rect(GetViewportRect());
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if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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@ -6834,9 +6852,8 @@ void ImGui::PushID(const void* ptr_id)
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void ImGui::PushID(int int_id)
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{
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const void* ptr_id = (void*)(intptr_t)int_id;
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ImGuiWindow* window = GImGui->CurrentWindow;
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window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
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window->IDStack.push_back(window->GetIDNoKeepAlive(int_id));
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}
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// Push a given id value ignoring the ID stack as a seed.
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@ -8703,6 +8720,7 @@ void ImGui::PushColumnsBackground()
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window->DrawList->ChannelsSetCurrent(0);
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int cmd_size = window->DrawList->CmdBuffer.Size;
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PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
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IM_UNUSED(cmd_size);
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IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
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}
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3
3rdparty/dear-imgui/imgui.h
vendored
3
3rdparty/dear-imgui/imgui.h
vendored
@ -1772,7 +1772,10 @@ struct ImColor
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// A) Change your GPU render state,
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// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
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// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
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// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
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#ifndef ImDrawCallback
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typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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#endif
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// Special Draw callback value to request renderer back-end to reset the graphics/render state.
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// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
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6
3rdparty/dear-imgui/imgui_internal.h
vendored
6
3rdparty/dear-imgui/imgui_internal.h
vendored
@ -1330,8 +1330,10 @@ public:
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ImGuiID GetID(const char* str, const char* str_end = NULL);
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ImGuiID GetID(const void* ptr);
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ImGuiID GetID(int n);
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ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
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ImGuiID GetIDNoKeepAlive(const void* ptr);
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ImGuiID GetIDNoKeepAlive(int n);
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ImGuiID GetIDFromRectangle(const ImRect& r_abs);
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// We don't use g.FontSize because the window may be != g.CurrentWidow.
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@ -1659,10 +1661,10 @@ extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
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extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
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extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
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#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags
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#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
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#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
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#else
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#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
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#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
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#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
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#endif
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#if defined(__clang__)
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8
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
8
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@ -463,7 +463,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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flags |= ImGuiButtonFlags_PressedOnClickRelease;
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ImGuiWindow* backup_hovered_window = g.HoveredWindow;
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if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
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const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
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if (flatten_hovered_children)
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g.HoveredWindow = window;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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@ -491,7 +492,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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}
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if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
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if (flatten_hovered_children)
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g.HoveredWindow = backup_hovered_window;
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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@ -6469,7 +6470,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
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// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
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const char* tab_name = tab_bar->GetTabName(tab);
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tab->WidthContents = TabItemCalcSize(tab_name, (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true).x;
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const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
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tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x;
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width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
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