Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut 2021-12-09 11:52:23 +01:00
commit e31d116d37
8 changed files with 135 additions and 15 deletions

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@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -155,7 +156,6 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
}
// Render command lists
int idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@ -180,9 +180,8 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle, Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
}
}

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@ -6,13 +6,14 @@
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
@ -91,9 +92,8 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
IwGxSetMaterial(pCurrentMaterial);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)(idx_buffer + pcmd->IdxOffset), pcmd->ElemCount);
}
idx_buffer += pcmd->ElemCount;
}
IwGxFlush();
}

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@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
@ -222,9 +223,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
}
idx_buffer += pcmd->ElemCount;
}
}

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@ -114,6 +114,10 @@ Other Changes:
(so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
but it allows testing for triple clicks and more).
- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups]
- appearing windows created from within the begin stack of a popup/modal will no longer close it.
- appearing windows created not within the begin stack of a modal will no longer close the modal,
and automatically appear behind it.
- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
@ -131,6 +135,8 @@ Other Changes:
- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
slightly from the one used by CTRL+arrows. (#2244)
- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794)
- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794)
- Separator: fixed cover all columns while called inside a table. (#4787)
- Clipper: currently focused item is automatically included in clipper range.
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
@ -155,6 +161,9 @@ Other Changes:
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
vkCmdSetScissor() explicitly every frame. (#4644)
- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field.
This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before.
The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790)
- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]

115
imgui.cpp
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@ -961,6 +961,7 @@ static void RenderWindowDecorations(ImGuiWindow* window, const ImRec
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds();
static ImGuiWindow* FindBlockingModal(ImGuiWindow* window);
// Viewports
const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
@ -4043,7 +4044,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// Modal windows prevents mouse from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindowDockTree, modal_window, true, true))
if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
clear_hovered_windows = true;
// Disabled mouse?
@ -4660,6 +4661,23 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
}
}
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* bottom_most_visible_window = parent_window;
for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_ChildWindow)
continue;
if (!IsWindowWithinBeginStackOf(window, parent_window))
break;
if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
bottom_most_visible_window = window;
}
return bottom_most_visible_window;
}
static void ImGui::RenderDimmedBackgrounds()
{
ImGuiContext& g = *GImGui;
@ -4672,8 +4690,9 @@ static void ImGui::RenderDimmedBackgrounds()
ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
if (dim_bg_for_modal)
{
// Draw dimming behind modal
RenderDimmedBackgroundBehindWindow(modal_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
// Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
viewports_already_dimmed[0] = modal_window->Viewport;
}
else if (dim_bg_for_window_list)
@ -6210,6 +6229,36 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
}
}
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
// - Window // FindBlockingModal() returns Modal1
// - Window // .. returns Modal1
// - Modal1 // .. returns Modal2
// - Window // .. returns Modal2
// - Window // .. returns Modal2
// - Modal2 // .. returns Modal2
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= 0)
return NULL;
// Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
{
ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
if (popup_window == NULL || !popup_window->WasActive || !(popup_window->Flags & ImGuiWindowFlags_Modal)) // Check WasActive, because this code may run before popup renders on current frame.
continue;
if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed.
break;
for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
if (IsWindowWithinBeginStackOf(window, parent))
return popup_window; // Place window above its begin stack parent.
}
return NULL;
}
// Push a new Dear ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@ -6645,6 +6694,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
want_focus = true;
else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
want_focus = true;
ImGuiWindow* modal = GetTopMostPopupModal();
if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
{
// Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
// Since window is not focused it would reappear at the same display position like the last time it was visible.
// In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
// Position window behind a modal that is not a begin-parent of this window.
want_focus = false;
if (window == window->RootWindow)
{
ImGuiWindow* blocking_modal = FindBlockingModal(window);
IM_ASSERT(blocking_modal != NULL);
BringWindowToDisplayBehind(window, blocking_modal);
}
}
}
// Decide if we are going to handle borders and resize grips
@ -7101,6 +7166,34 @@ void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
}
}
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
{
IM_ASSERT(window != NULL && behind_window != NULL);
ImGuiContext& g = *GImGui;
window = window->RootWindow;
behind_window = behind_window->RootWindow;
int pos_wnd = FindWindowDisplayIndex(window);
int pos_beh = FindWindowDisplayIndex(behind_window);
if (pos_wnd < pos_beh)
{
size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
g.Windows[pos_beh - 1] = window;
}
else
{
size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
g.Windows[pos_beh] = window;
}
}
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return g.Windows.index_from_ptr(g.Windows.find(window));
}
// Moving window to front of display and set focus (which happens to be back of our sorted list)
void ImGui::FocusWindow(ImGuiWindow* window)
{
@ -7344,6 +7437,19 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent,
return false;
}
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
if (window->RootWindow == potential_parent)
return true;
while (window != NULL)
{
if (window == potential_parent)
return true;
window = window->ParentWindowInBeginStack;
}
return false;
}
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
{
ImGuiContext& g = *GImGui;
@ -9117,7 +9223,8 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
bool ref_window_is_descendent_of_popup = false;
for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree)
//if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
if (IsWindowWithinBeginStackOf(ref_window, popup_window))
{
ref_window_is_descendent_of_popup = true;
break;

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@ -65,7 +65,7 @@ Index of this file:
// Version
// (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)
#define IMGUI_VERSION "1.86 WIP"
#define IMGUI_VERSION_NUM 18516
#define IMGUI_VERSION_NUM 18518
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch

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@ -2645,6 +2645,7 @@ namespace ImGui
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
@ -2660,6 +2661,9 @@ namespace ImGui
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);
IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font);

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@ -4017,8 +4017,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);
PopStyleVar(2);
PopStyleVar(3);
PopStyleColor();
if (!child_visible)
{
@ -4700,7 +4701,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Test if cursor is vertically visible
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - inner_size.y >= scroll_y)
else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);