Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2018-01-15 18:02:58 +01:00
commit a77913054f
2 changed files with 103 additions and 76 deletions

161
imgui.cpp
View File

@ -685,9 +685,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImGuiWindowSettings* AddWindowSettings(const char* name);
@ -2564,7 +2564,7 @@ ImGuiStyle& ImGui::GetStyle()
// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;
return GImGui->DrawData.Valid ? &GImGui->DrawData : NULL;
}
float ImGui::GetTime()
@ -3087,9 +3087,9 @@ void ImGui::NewFrame()
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
g.RenderDrawData.Valid = false;
g.RenderDrawData.CmdLists = NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
g.DrawData.Valid = false;
g.DrawData.CmdLists = NULL;
g.DrawData.CmdListsCount = g.DrawData.TotalVtxCount = g.DrawData.TotalIdxCount = 0;
// Clear reference to active widget if the widget isn't alive anymore
if (!g.HoveredIdPreviousFrame)
@ -3187,10 +3187,17 @@ void ImGui::NewFrame()
IM_ASSERT(g.MovingWindow->MoveId == g.MovingWindowMoveId);
if (g.IO.MouseDown[0])
{
// MovingWindow = window we clicked on, could be a child window. We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
// actually_moving_window = MovingWindow->RootWindow.
ImGuiWindow* actually_moving_window = g.MovingWindow->RootWindow;
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (g.MovingWindow->RootWindow->PosFloat.x != pos.x || g.MovingWindow->RootWindow->PosFloat.y != pos.y)
MarkIniSettingsDirty(g.MovingWindow->RootWindow);
g.MovingWindow->RootWindow->PosFloat = pos;
if (actually_moving_window != g.MovingWindow)
pos += actually_moving_window->PosFloat - g.MovingWindow->PosFloat;
if (actually_moving_window->PosFloat.x != pos.x || actually_moving_window->PosFloat.y != pos.y)
{
MarkIniSettingsDirty(actually_moving_window);
actually_moving_window->PosFloat = pos;
}
FocusWindow(g.MovingWindow);
}
else
@ -3450,8 +3457,7 @@ void ImGui::Shutdown()
g.FontStack.clear();
g.OpenPopupStack.clear();
g.CurrentPopupStack.clear();
for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].clear();
g.DrawDataBuilder.ClearFreeMemory();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
g.InputTextState.Text.clear();
@ -3641,7 +3647,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
}
}
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
return;
@ -3660,9 +3666,9 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use thre Metrics window to inspect draw list contents.
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
@ -3671,36 +3677,59 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
out_render_list.push_back(draw_list);
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
out_render_list->push_back(draw_list);
}
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
AddDrawListToRenderList(out_render_list, window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (!child->Active) // clipped children may have been marked not active
continue;
if (child->HiddenFrames > 0)
continue;
AddWindowToRenderList(out_render_list, child);
if (child->Active && child->HiddenFrames <= 0) // clipped children may have been marked not active
AddWindowToRenderList(out_render_list, child);
}
}
static void AddWindowToRenderListSelectLayer(ImGuiWindow* window)
static void AddWindowToDrawDataSelectLayer(ImDrawDataBuilder* builder, ImGuiWindow* window)
{
// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(g.RenderDrawLists[1], window);
else if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(g.RenderDrawLists[2], window);
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(&builder->Layers[1], window);
else
AddWindowToRenderList(g.RenderDrawLists[0], window);
AddWindowToRenderList(&builder->Layers[0], window);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
{
int n = Layers[0].Size;
int size = n;
for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
size += Layers[i].Size;
Layers[0].resize(size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
{
ImVector<ImDrawList*>& layer = Layers[layer_n];
if (layer.empty())
continue;
memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
layer.resize(0);
}
}
void ImDrawDataBuilder::SetupDrawData(ImDrawData* out_draw_data)
{
out_draw_data->Valid = true;
out_draw_data->CmdLists = (Layers[0].Size > 0) ? Layers[0].Data : NULL;
out_draw_data->CmdListsCount = Layers[0].Size;
out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
for (int n = 0; n < Layers[0].Size; n++)
{
out_draw_data->TotalVtxCount += Layers[0][n]->VtxBuffer.Size;
out_draw_data->TotalIdxCount += Layers[0][n]->IdxBuffer.Size;
}
}
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
@ -3751,7 +3780,7 @@ void ImGui::EndFrame()
// Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows.
FocusWindow(g.HoveredWindow);
SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow);
g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos;
g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredWindow->Pos;
if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove))
{
g.MovingWindow = g.HoveredWindow;
@ -3834,31 +3863,16 @@ void ImGui::Render()
{
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].resize(0);
g.DrawDataBuilder.Clear();
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0 && window != g.NavWindowingTarget)
AddWindowToRenderListSelectLayer(window);
}
if (g.NavWindowingTarget && g.NavWindowingTarget->Active && g.NavWindowingTarget->HiddenFrames <= 0) // NavWindowing target is always displayed front-most
AddWindowToRenderListSelectLayer(g.NavWindowingTarget);
// Flatten layers
int n = g.RenderDrawLists[0].Size;
int flattened_size = n;
for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
flattened_size += g.RenderDrawLists[i].Size;
g.RenderDrawLists[0].resize(flattened_size);
for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
{
ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
if (layer.empty())
continue;
memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, window);
}
if (g.NavWindowingTarget && g.NavWindowingTarget->Active && g.NavWindowingTarget->HiddenFrames <= 0) // NavWindowingTarget is always temporarily displayed as the front-most window
AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, g.NavWindowingTarget);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor)
@ -3875,18 +3889,16 @@ void ImGui::Render()
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
AddDrawListToRenderList(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
// Setup draw data
g.RenderDrawData.Valid = true;
g.RenderDrawData.CmdLists = (g.RenderDrawLists[0].Size > 0) ? &g.RenderDrawLists[0][0] : NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;
g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
// Setup ImDrawData structure for end-user
g.DrawDataBuilder.SetupDrawData(&g.DrawData);
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.RenderDrawData);
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.DrawData);
}
}
@ -7384,7 +7396,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
@ -12683,7 +12695,11 @@ void ImGui::EndDragDropTarget()
#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
#undef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#ifndef __MINGW32__
#include <Windows.h>
#else
#include <windows.h>
#endif
#endif
// Win32 API clipboard implementation
@ -12804,7 +12820,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
struct Funcs
{
static void NodeDrawList(ImDrawList* draw_list, const char* label)
static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
{
bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
if (draw_list == ImGui::GetWindowDrawList())
@ -12814,10 +12830,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (node_open) ImGui::TreePop();
return;
}
ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList; // Render additional visuals into the top-most draw list
if (window && ImGui::IsItemHovered())
overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;
ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList; // Render additional visuals into the top-most draw list
int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
{
@ -12883,10 +12902,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
return;
NodeDrawList(window->DrawList, "DrawList");
NodeDrawList(window, window->DrawList, "DrawList");
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
if (ImGui::IsItemHovered())
GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255));
ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
@ -12898,13 +12915,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
};
ImGuiContext& g = *GImGui; // Access private state
// Access private state, we are going to display the draw lists from last frame
ImGuiContext& g = *GImGui;
Funcs::NodeWindows(g.Windows, "Windows");
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size))
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
{
for (int layer = 0; layer < IM_ARRAYSIZE(g.RenderDrawLists); layer++)
for (int i = 0; i < g.RenderDrawLists[layer].Size; i++)
Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList");
for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
ImGui::TreePop();
}
if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))

View File

@ -466,7 +466,7 @@ struct ImGuiColumnsSet
}
};
struct ImDrawListSharedData
struct IMGUI_API ImDrawListSharedData
{
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
ImFont* Font; // Current/default font (optional, for simplified AddText overload)
@ -481,6 +481,16 @@ struct ImDrawListSharedData
ImDrawListSharedData();
};
struct ImDrawDataBuilder
{
ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
IMGUI_API void FlattenIntoSingleLayer();
IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
};
// Storage for SetNexWindow** functions
struct ImGuiNextWindowData
{
@ -553,7 +563,7 @@ struct ImGuiContext
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
ImGuiWindow* MovingWindow; // Track the child window we clicked on to move a window.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
ImGuiID MovingWindowMoveId; // == MovingWindow->MoveId
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
@ -601,8 +611,8 @@ struct ImGuiContext
ImRect NavMoveResultRectRel; // Best move request candidate bounding box in window relative space
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImDrawDataBuilder DrawDataBuilder;
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;