Updated ImGui.
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21
3rdparty/dear-imgui/LICENSE.txt
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21
3rdparty/dear-imgui/LICENSE.txt
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@ -0,0 +1,21 @@
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The MIT License (MIT)
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Copyright (c) 2014-2022 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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71
3rdparty/dear-imgui/imgui.cpp
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71
3rdparty/dear-imgui/imgui.cpp
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@ -7737,14 +7737,14 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
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return count;
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}
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void ImGui::GetTypematicRepeatRate(ImGuiInputReadFlags flags, float* repeat_delay, float* repeat_rate)
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void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
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{
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ImGuiContext& g = *GImGui;
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switch (flags & ImGuiInputReadFlags_RepeatRateMask_)
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switch (flags & ImGuiInputFlags_RepeatRateMask_)
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{
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case ImGuiInputReadFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
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case ImGuiInputReadFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
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case ImGuiInputReadFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
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case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
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case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
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case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
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}
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}
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@ -7778,12 +7778,12 @@ bool ImGui::IsKeyDown(ImGuiKey key)
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bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
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{
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return IsKeyPressedEx(key, repeat ? ImGuiInputReadFlags_Repeat : ImGuiInputReadFlags_None);
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return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
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}
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// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
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// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership.
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bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags)
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bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
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{
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const ImGuiKeyData* key_data = GetKeyData(key);
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const float t = key_data->DownDuration;
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@ -7791,7 +7791,7 @@ bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags)
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return false;
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bool pressed = (t == 0.0f);
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if (!pressed && ((flags & ImGuiInputReadFlags_Repeat) != 0))
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if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
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{
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float repeat_delay, repeat_rate;
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GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
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@ -10227,7 +10227,7 @@ float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
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{
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ImGuiContext& g = *GImGui;
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float repeat_delay, repeat_rate;
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GetTypematicRepeatRate(ImGuiInputReadFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
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GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
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ImGuiKey key_less, key_more;
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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@ -10268,6 +10268,10 @@ static void ImGui::NavUpdate()
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for (ImGuiKey key : nav_keyboard_keys_to_change_source)
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if (IsKeyDown(key))
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g.NavInputSource = ImGuiInputSource_Keyboard;
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if (!nav_gamepad_active && g.NavInputSource == ImGuiInputSource_Gamepad)
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g.NavInputSource = ImGuiInputSource_None;
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if (!nav_keyboard_active && g.NavInputSource == ImGuiInputSource_Keyboard)
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g.NavInputSource = ImGuiInputSource_None;
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0)
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@ -10312,10 +10316,10 @@ static void ImGui::NavUpdate()
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g.NavActivateFlags = ImGuiActivateFlags_None;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const bool activate_down = IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate);
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const bool activate_pressed = activate_down && (IsKeyPressed(ImGuiKey_Space, false) || IsKeyPressed(ImGuiKey_NavGamepadActivate, false));
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const bool input_down = IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadInput);
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const bool input_pressed = input_down && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
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const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
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const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
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const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
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const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
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if (g.ActiveId == 0 && activate_pressed)
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{
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g.NavActivateId = g.NavId;
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@ -10370,14 +10374,17 @@ static void ImGui::NavUpdate()
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SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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}
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// *Normal* Manual scroll with NavScrollXXX keys
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// *Normal* Manual scroll with LStick
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
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if (scroll_dir.y != 0.0f)
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SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
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if (nav_gamepad_active)
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{
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const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
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if (scroll_dir.y != 0.0f)
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SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
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}
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}
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// Always prioritize mouse highlight if navigation is disabled
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@ -10429,6 +10436,8 @@ void ImGui::NavUpdateCreateMoveRequest()
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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ImGuiWindow* window = g.NavWindow;
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (g.NavMoveForwardToNextFrame && window != NULL)
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{
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@ -10446,11 +10455,11 @@ void ImGui::NavUpdateCreateMoveRequest()
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g.NavMoveScrollFlags = ImGuiScrollFlags_None;
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadFlags repeat_mode = ImGuiInputReadFlags_Repeat | ImGuiInputReadFlags_RepeatRateNavMove;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode) || IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode) || IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode) || IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode) || IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Down; }
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const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
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}
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g.NavMoveClipDir = g.NavMoveDir;
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g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
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@ -10458,7 +10467,6 @@ void ImGui::NavUpdateCreateMoveRequest()
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// Update PageUp/PageDown/Home/End scroll
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// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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float scoring_rect_offset_y = 0.0f;
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if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
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scoring_rect_offset_y = NavUpdatePageUpPageDown();
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@ -10656,7 +10664,9 @@ void ImGui::NavMoveRequestApplyResult()
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static void ImGui::NavUpdateCancelRequest()
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{
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ImGuiContext& g = *GImGui;
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if (!IsKeyPressed(ImGuiKey_Escape, false) && !IsKeyPressed(ImGuiKey_NavGamepadCancel, false))
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const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)))
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return;
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IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
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@ -10908,8 +10918,10 @@ static void ImGui::NavUpdateWindowing()
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}
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// Start CTRL+Tab or Square+L/R window selection
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false);
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
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const bool start_windowing_with_keyboard = allow_windowing && nav_keyboard_active && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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@ -10961,7 +10973,6 @@ static void ImGui::NavUpdateWindowing()
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// Keyboard: Press and Release ALT to toggle menu layer
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt))
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{
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g.NavWindowingToggleLayer = true;
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2
3rdparty/dear-imgui/imgui.h
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2
3rdparty/dear-imgui/imgui.h
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@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18804
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#define IMGUI_VERSION_NUM 18805
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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20
3rdparty/dear-imgui/imgui_internal.h
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20
3rdparty/dear-imgui/imgui_internal.h
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@ -148,7 +148,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
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typedef int ImGuiInputReadFlags; // -> enum ImGuiInputReadFlags_ // Flags: for IsKeyPressedEx()
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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@ -1243,15 +1243,15 @@ struct ImGuiInputEvent
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// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed)
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// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
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enum ImGuiInputReadFlags_
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enum ImGuiInputFlags_
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{
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// Flags for IsKeyPressedEx()
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ImGuiInputReadFlags_None = 0,
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ImGuiInputReadFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputReadFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputReadFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputReadFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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ImGuiInputReadFlags_RepeatRateMask_ = ImGuiInputReadFlags_RepeatRateDefault | ImGuiInputReadFlags_RepeatRateNavMove | ImGuiInputReadFlags_RepeatRateNavTweak,
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ImGuiInputFlags_None = 0,
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ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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};
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//-----------------------------------------------------------------------------
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@ -2712,8 +2712,8 @@ namespace ImGui
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void GetTypematicRepeatRate(ImGuiInputReadFlags flags, float* repeat_delay, float* repeat_rate);
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IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags = 0);
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IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
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IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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#endif
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3
3rdparty/dear-imgui/imgui_tables.cpp
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3
3rdparty/dear-imgui/imgui_tables.cpp
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@ -1717,6 +1717,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
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table->RowTextBaseline = 0.0f;
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table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
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window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.IsSameLine = false;
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window->DC.CursorMaxPos.y = next_y1;
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// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
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@ -3957,6 +3959,7 @@ void ImGui::NextColumn()
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{
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// New row/line: column 0 honor IndentX.
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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window->DC.IsSameLine = false;
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columns->LineMinY = columns->LineMaxY;
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}
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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5
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
5
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@ -4366,9 +4366,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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||||
const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A);
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||||
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||||
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
||||
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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||||
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
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||||
const bool is_gamepad_validate = IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false);
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||||
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || IsKeyPressed(ImGuiKey_NavGamepadCancel, false);
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||||
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
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||||
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false));
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||||
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||||
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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||||
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
|
||||
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