Updated ImGui.
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27602120e9
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63
3rdparty/dear-imgui/imgui.cpp
vendored
63
3rdparty/dear-imgui/imgui.cpp
vendored
@ -955,7 +955,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
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// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
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static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
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static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
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//-------------------------------------------------------------------------
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// [SECTION] FORWARD DECLARATIONS
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@ -4267,15 +4267,15 @@ static void ImGui::UpdateMouseInputs()
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}
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}
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static void StartLockWheelingWindow(ImGuiWindow* window)
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static void LockWheelingWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
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if (g.WheelingWindow == window)
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return;
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IMGUI_DEBUG_LOG_IO("StartLockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
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IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
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g.WheelingWindow = window;
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g.WheelingWindowRefMousePos = g.IO.MousePos;
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g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
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}
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void ImGui::UpdateMouseWheel()
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@ -4285,35 +4285,34 @@ void ImGui::UpdateMouseWheel()
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// Reset the locked window if we move the mouse or after the timer elapses
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if (g.WheelingWindow != NULL)
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{
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g.WheelingWindowTimer -= g.IO.DeltaTime;
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g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
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if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
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g.WheelingWindowTimer = 0.0f;
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if (g.WheelingWindowTimer <= 0.0f)
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{
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IMGUI_DEBUG_LOG_IO("UpdateMouseWheel() release WheelingWindow lock \"%s\"\n", g.WheelingWindow->Name);
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g.WheelingWindow = NULL;
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g.WheelingWindowTimer = 0.0f;
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}
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g.WheelingWindowReleaseTimer = 0.0f;
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if (g.WheelingWindowReleaseTimer <= 0.0f)
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LockWheelingWindow(NULL);
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}
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const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel);
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const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX);
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const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY);
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float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
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float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
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if (wheel_x == 0.0f && wheel_y == 0.0f)
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ImVec2 wheel;
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wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
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wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
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if (wheel.x == 0.0f && wheel.y == 0.0f)
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return;
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ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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if (!window || window->Collapsed)
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//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
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ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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if (!mouse_window || mouse_window->Collapsed)
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return;
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// Zoom / Scale window
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// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
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if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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StartLockWheelingWindow(window);
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LockWheelingWindow(mouse_window);
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ImGuiWindow* window = mouse_window;
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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@ -4326,46 +4325,50 @@ void ImGui::UpdateMouseWheel()
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}
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return;
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}
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// Mouse wheel scrolling
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// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
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if (g.IO.KeyCtrl)
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return;
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// Mouse wheel scrolling
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// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
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// (we avoid doing it on OSX as it the OS input layer handles this already)
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const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
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if (swap_axis)
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{
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wheel_x = wheel_y;
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wheel_y = 0.0f;
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wheel.x = wheel.y;
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wheel.y = 0.0f;
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}
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// Vertical Mouse Wheel scrolling
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if (wheel_y != 0.0f)
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// Bubble up into parent window if:
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// - a child window doesn't allow any scrolling.
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// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in.
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// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
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if (wheel.y != 0.0f)
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{
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StartLockWheelingWindow(window);
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetHeight() * 0.67f;
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float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
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SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
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SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
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}
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}
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// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
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if (wheel_x != 0.0f)
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if (wheel.x != 0.0f)
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{
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StartLockWheelingWindow(window);
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
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SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
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SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
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}
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}
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}
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6
3rdparty/dear-imgui/imgui_internal.h
vendored
6
3rdparty/dear-imgui/imgui_internal.h
vendored
@ -1631,7 +1631,7 @@ struct ImGuiContext
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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float WheelingWindowReleaseTimer;
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// Item/widgets state and tracking information
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ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
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@ -1885,7 +1885,7 @@ struct ImGuiContext
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HoveredWindowUnderMovingWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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WheelingWindowReleaseTimer = 0.0f;
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DebugHookIdInfo = 0;
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HoveredId = HoveredIdPreviousFrame = 0;
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@ -2829,7 +2829,7 @@ namespace ImGui
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IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);
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IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
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IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
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IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
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IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
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IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
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IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
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3rdparty/dear-imgui/imgui_widgets.cpp
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13
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@ -7592,8 +7592,8 @@ 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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const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
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tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x;
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const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
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tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
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int section_n = TabItemGetSectionIdx(tab);
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ImGuiTabBarSection* section = §ions[section_n];
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@ -8120,7 +8120,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
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// Calculate tab contents size
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ImVec2 size = TabItemCalcSize(label, p_open != NULL);
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ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
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tab->RequestedWidth = -1.0f;
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if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
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size.x = tab->RequestedWidth = g.NextItemData.Width;
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@ -8132,6 +8132,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
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const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
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const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
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const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
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const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
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tab->LastFrameVisible = g.FrameCount;
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tab->Flags = flags;
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@ -8263,7 +8264,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
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bool just_closed;
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bool text_clipped;
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TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
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TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
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if (just_closed && p_open != NULL)
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{
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*p_open = false;
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@ -8307,12 +8308,12 @@ void ImGui::SetTabItemClosed(const char* label)
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}
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}
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ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
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ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
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{
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ImGuiContext& g = *GImGui;
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ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
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if (has_close_button)
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if (has_close_button_or_unsaved_marker)
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size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
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else
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size.x += g.Style.FramePadding.x + 1.0f;
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