Updated ImGui.
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af274cfddf
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63
3rdparty/ocornut-imgui/imgui.cpp
vendored
63
3rdparty/ocornut-imgui/imgui.cpp
vendored
@ -661,7 +661,7 @@ static ImRect GetVisibleRect();
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static void CloseInactivePopups(ImGuiWindow* ref_window);
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static void ClosePopupToLevel(int remaining);
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static ImGuiWindow* GetFrontMostModalRootWindow();
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& rect_to_avoid);
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static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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@ -1850,7 +1850,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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AutoFitFramesX = AutoFitFramesY = -1;
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AutoFitOnlyGrows = false;
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AutoFitChildAxises = 0x00;
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AutoPosLastDirection = -1;
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AutoPosLastDirection = ImGuiDir_None;
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HiddenFrames = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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@ -2238,6 +2238,11 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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ImDrawList* ImGui::GetOverlayDrawList()
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{
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return &GImGui->OverlayDrawList;
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}
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void ImGui::NewFrame()
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{
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ImGuiContext& g = *GImGui;
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@ -4017,28 +4022,39 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
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IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
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}
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_avoid)
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{
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const ImGuiStyle& style = GImGui->Style;
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// Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.
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// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
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// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
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ImVec2 safe_padding = style.DisplaySafeAreaPadding;
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ImRect r_outer(GetVisibleRect());
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r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));
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ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
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//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
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//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
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for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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{
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const int dir = (n == -1) ? *last_dir : n;
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ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
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if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
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if (avail_w < size.x)
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continue;
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float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
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if (avail_h < size.y)
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continue;
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ImVec2 pos;
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pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
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pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
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*last_dir = dir;
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return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
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return pos;
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}
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// Fallback, try to keep within display
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*last_dir = -1;
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*last_dir = ImGuiDir_None;
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ImVec2 pos = base_pos;
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pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
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pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
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@ -4382,7 +4398,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window_just_activated_by_user)
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{
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// Popup first latch mouse position, will position itself when it appears next frame
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window->AutoPosLastDirection = -1;
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window->AutoPosLastDirection = ImGuiDir_None;
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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window->PosFloat = g.IO.MousePos;
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}
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@ -4436,28 +4452,29 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Calculate auto-fit size, handle automatic resize
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const ImVec2 size_auto_fit = CalcSizeAutoFit(window);
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ImVec2 size_for_scrollbars_visibility = window->SizeFullAtLastBegin;
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if (window->Collapsed)
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{
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// We still process initial auto-fit on collapsed windows to get a window width,
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// But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
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if (window->AutoFitFramesX > 0)
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window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
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window->SizeFull.x = size_for_scrollbars_visibility.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
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if (window->AutoFitFramesY > 0)
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window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
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window->SizeFull.y = size_for_scrollbars_visibility.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
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}
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else if (!window_size_set_by_api)
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{
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if (flags & ImGuiWindowFlags_AlwaysAutoResize)
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{
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window->SizeFull = size_auto_fit;
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window->SizeFull = size_for_scrollbars_visibility = size_auto_fit;
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}
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else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
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{
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// Auto-fit only grows during the first few frames
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if (window->AutoFitFramesX > 0)
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window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
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window->SizeFull.x = size_for_scrollbars_visibility.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
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if (window->AutoFitFramesY > 0)
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window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
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window->SizeFull.y = size_for_scrollbars_visibility.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
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MarkIniSettingsDirty(window);
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}
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}
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@ -4476,10 +4493,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
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if (!window->Collapsed)
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{
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFullAtLastBegin.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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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));
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_for_scrollbars_visibility.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_for_scrollbars_visibility.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > window->SizeFullAtLastBegin.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContents.y > size_for_scrollbars_visibility.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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}
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@ -4523,9 +4540,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
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{
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ImVec2 ref_pos = g.IO.MousePos;
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ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point?
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window->PosFloat = FindBestPopupWindowPos(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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if (window->AutoPosLastDirection == -1)
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if (window->AutoPosLastDirection == ImGuiDir_None)
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window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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@ -4603,7 +4620,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
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resize_rect.FixInverted();
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bool hovered, held;
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ButtonBehavior(resize_rect, window->GetID((void*)intptr_t(resize_grip_n)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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if (hovered || held)
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g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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@ -4629,7 +4646,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
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bool hovered, held;
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ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
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ButtonBehavior(border_rect, window->GetID((void*)intptr_t(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
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{
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g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
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3
3rdparty/ocornut-imgui/imgui.h
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3
3rdparty/ocornut-imgui/imgui.h
vendored
@ -441,6 +441,7 @@ namespace ImGui
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API float GetTime();
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IMGUI_API int GetFrameCount();
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IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
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IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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@ -738,7 +739,7 @@ enum ImGuiMouseCursor_
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ImGuiMouseCursor_Move, // Unused
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ImGuiMouseCursor_ResizeNS, // Unused
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ImGuiMouseCursor_ResizeEW, // When hovering over a column
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ImGuiMouseCursor_ResizeNESW, // Unused
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ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
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ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
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ImGuiMouseCursor_Count_
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};
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8
3rdparty/ocornut-imgui/imgui_demo.cpp
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8
3rdparty/ocornut-imgui/imgui_demo.cpp
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@ -1810,6 +1810,8 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Dragging"))
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{
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ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
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for (int button = 0; button < 3; button++)
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ImGui::Text("IsMouseDragging(%d) = %d", button, ImGui::IsMouseDragging(button));
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ImGui::Button("Drag Me");
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if (ImGui::IsItemActive())
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{
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@ -1828,12 +1830,16 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Mouse cursors"))
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{
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const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
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IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_);
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ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
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ImGui::Text("Hover to see mouse cursors:");
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ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
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for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
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{
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char label[32];
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sprintf(label, "Mouse cursor %d", i);
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sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
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ImGui::Bullet(); ImGui::Selectable(label, false);
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if (ImGui::IsItemHovered())
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ImGui::SetMouseCursor(i);
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5
3rdparty/ocornut-imgui/imgui_internal.h
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5
3rdparty/ocornut-imgui/imgui_internal.h
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@ -248,7 +248,8 @@ enum ImGuiDir
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3
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ImGuiDir_Down = 3,
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ImGuiDir_Count_
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};
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// 2D axis aligned bounding-box
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@ -726,7 +727,7 @@ struct IMGUI_API ImGuiWindow
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int AutoFitFramesX, AutoFitFramesY;
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bool AutoFitOnlyGrows;
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int AutoFitChildAxises;
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int AutoPosLastDirection;
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ImGuiDir AutoPosLastDirection;
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int HiddenFrames;
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ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
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ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
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