Updated ImGui.

This commit is contained in:
Branimir Karadžić 2017-12-06 19:31:03 -08:00
parent 88e0bab5a1
commit 9983c5f3ba
3 changed files with 157 additions and 53 deletions

View File

@ -4069,12 +4069,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
window->Flags = flags;
g.WindowsById.SetVoidPtr(window->ID, window);
if (flags & ImGuiWindowFlags_NoSavedSettings)
{
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
window->Size = window->SizeFull = size;
}
else
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
{
// Retrieve settings from .ini file
// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
@ -4090,8 +4086,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
if (ImLengthSqr(settings->Size) > 0.00001f)
size = settings->Size;
}
window->Size = window->SizeFull = size;
}
window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
@ -4203,6 +4199,47 @@ static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
return ImGuiCol_WindowBg;
}
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
{
ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
ImVec2 size_expected = pos_max - pos_min;
ImVec2 size_constrained = CalcSizeFullWithConstraint(window, size_expected);
*out_pos = pos_min;
if (corner_norm.x == 0.0f)
out_pos->x -= (size_constrained.x - size_expected.x);
if (corner_norm.y == 0.0f)
out_pos->y -= (size_constrained.y - size_expected.y);
*out_size = size_constrained;
}
struct ImGuiResizeGripDef
{
ImVec2 CornerPos;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
};
const ImGuiResizeGripDef resize_grip_def[4] =
{
{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};
static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
{
ImRect rect = window->Rect();
if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness);
if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding);
if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y);
if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
IM_ASSERT(0);
return ImRect();
}
// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@ -4238,6 +4275,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
flags = window->Flags;
// Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
}
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->CloseButton = (p_open != NULL);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window = first_begin_of_the_frame ? (!g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
@ -4246,25 +4297,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
g.CurrentWindowStack.push_back(window);
SetCurrentWindow(window);
CheckStacksSize(window, true);
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
popup_ref.Window = window;
g.CurrentPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->CloseButton = (p_open != NULL);
// Process SetNextWindow***() calls
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
bool window_pos_set_by_api = false, window_size_set_by_api = false;
if (g.SetNextWindowPosCond)
{
@ -4432,13 +4473,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SCROLLBAR STATUS
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). We need to do this before manual resize (below) is effective.
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
if (!window->Collapsed)
{
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFullAtLastBegin.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFullAtLastBegin.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarY = (window->SizeContents.y > window->SizeFullAtLastBegin.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
}
@ -4538,39 +4579,87 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
else
{
ImU32 resize_col = 0;
const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
// Handle resize for: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = { 0 };
const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
{
// Manual resize
// Using the FlattenChilds button flag, we make the resize button accessible even if we are hovering over a child window
const ImVec2 br = window->Rect().GetBR();
const ImRect resize_rect(br - ImFloor(ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f)), br);
const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held;
ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds);
resize_col = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX,FLT_MAX);
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
// Manual auto-fit when double-clicking
size_target = size_auto_fit;
ClearActiveID();
}
else if (held)
{
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
size_target = (g.IO.MousePos - g.ActiveIdClickOffset - window->Pos) + resize_rect.GetSize();
}
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
if (size_target.x != FLT_MAX && size_target.y != FLT_MAX)
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
resize_rect.FixInverted();
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcSizeFullWithConstraint(window, size_auto_fit);
ClearActiveID();
}
else if (held)
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
}
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
window->SizeFull = CalcSizeFullWithConstraint(window, size_target);
const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
bool hovered, held;
ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
ButtonBehavior(border_rect, window->GetID((void*)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held) border_held = border_n;
}
if (held)
{
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
PopID();
// Apply back modified position/size to window
if (size_target.x != FLT_MAX)
{
window->SizeFull = size_target;
MarkIniSettingsDirty(window);
}
if (pos_target.x != FLT_MAX)
{
window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
MarkIniSettingsDirty(window);
}
window->Size = window->SizeFull;
title_bar_rect = window->TitleBarRect();
}
@ -4600,24 +4689,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->ScrollbarY)
Scrollbar(ImGuiLayoutType_Vertical);
// Render resize grip
// (after the input handling so we don't have a frame of latency)
// Render resize grips (after their input handling so we don't have a frame of latency)
if (!(flags & ImGuiWindowFlags_NoResize))
{
const ImVec2 br = window->Rect().GetBR();
window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window_border_size));
window->DrawList->PathLineTo(br + ImVec2(-window_border_size, -resize_corner_size));
window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window_border_size, br.y - window_rounding - window_border_size), window_rounding, 0, 3);
window->DrawList->PathFillConvex(resize_col);
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
}
}
// Borders
if (window_border_size > 0.0f)
window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
if (border_held != -1)
{
ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
}
if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,-1), title_bar_rect.GetBR()+ImVec2(-1,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
window->SizeFullAtLastBegin = window->SizeFull;
// Update ContentsRegionMax. All the variable it depends on are set above in this function.
window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();

View File

@ -513,6 +513,8 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
// [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()

View File

@ -281,6 +281,7 @@ struct IMGUI_API ImRect
void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
bool IsFinite() const { return Min.x != FLT_MAX; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
@ -700,6 +701,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis