From ea4a33726a02ac77f8f4c39b55f9ec6229c85149 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=91=D1=80=D0=B0=D0=BD=D0=B8=D0=BC=D0=B8=D1=80=20=D0=9A?= =?UTF-8?q?=D0=B0=D1=80=D0=B0=D1=9F=D0=B8=D1=9B?= Date: Sat, 4 Apr 2020 17:55:56 -0700 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 24 ++++++++++++++++-------- 3rdparty/dear-imgui/imgui_draw.cpp | 4 ++-- 3rdparty/dear-imgui/imgui_widgets.cpp | 2 +- 3 files changed, 19 insertions(+), 11 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index c4d76ed34..7de5be8e2 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -6720,6 +6720,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() { ImGuiContext& g = *GImGui; + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); @@ -7633,7 +7641,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_ } else { - if (g.NavLayer == 0 && focus_window) + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) focus_window = NavRestoreLastChildNavWindow(focus_window); FocusWindow(focus_window); } @@ -8112,7 +8120,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match - if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; @@ -8223,7 +8231,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) { ImGuiContext& g = *GImGui; - if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) + if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != ImGuiNavLayer_Main) return; IM_ASSERT(move_flags != 0); // No points calling this with no wrapping ImRect bb_rel = window->NavRectRel[0]; @@ -8468,7 +8476,7 @@ static void ImGui::NavUpdate() // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) NavSaveLastChildNavWindowIntoParent(g.NavWindow); - if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) @@ -8505,7 +8513,7 @@ static void ImGui::NavUpdate() if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } - else if (g.NavLayer != 0) + else if (g.NavLayer != ImGuiNavLayer_Main) { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); @@ -8627,7 +8635,7 @@ static void ImGui::NavUpdate() g.NavMoveResultOther.Clear(); // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items - if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); @@ -8690,7 +8698,7 @@ static void ImGui::NavUpdateMoveResult() IM_ASSERT(g.NavWindow && result->Window); // Scroll to keep newly navigated item fully into view. - if (g.NavLayer == 0) + if (g.NavLayer == ImGuiNavLayer_Main) { ImVec2 delta_scroll; if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) @@ -8729,7 +8737,7 @@ static float ImGui::NavUpdatePageUpPageDown() ImGuiContext& g = *GImGui; if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) return 0.0f; - if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0) + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) return 0.0f; ImGuiWindow* window = g.NavWindow; diff --git a/3rdparty/dear-imgui/imgui_draw.cpp b/3rdparty/dear-imgui/imgui_draw.cpp index 9ca59d9ab..1d89c6b1a 100644 --- a/3rdparty/dear-imgui/imgui_draw.cpp +++ b/3rdparty/dear-imgui/imgui_draw.cpp @@ -120,7 +120,7 @@ namespace IMGUI_STB_NAMESPACE #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define STBRP_STATIC -#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort #define STB_RECT_PACK_IMPLEMENTATION #endif @@ -135,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) -#define STBTT_assert(x) IM_ASSERT(x) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index f869fb46f..1ff1524e0 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -6193,7 +6193,7 @@ void ImGui::EndMainMenuBar() // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) FocusTopMostWindowUnderOne(g.NavWindow, NULL); End();