Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
commit
e80498f5e7
@ -44,9 +44,15 @@ Breaking changes:
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Other changes:
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- Error Handling: Enabled/improved error recovery systems. (#1651, #5654)
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- Error recovery is provided as a way to facilitate:
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- Recovery after a programming error. Native code or scripting language (the later
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tends to facilitate iterating on code while running).
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- Recovery after running an exception handler or any error processing which may skip code
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after an error has been detected.
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- Error recovery is not perfect nor guaranteed! It is a feature to ease development.
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You not are not supposed to rely on it in the course of a normal application run.
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- Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
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- You not are not supposed to rely on it in the course of a normal application run.
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- By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled!
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- Possible usage: facilitate recovery from errors triggered from a scripting language or
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after specific exceptions handlers. Surface errors to programmers in less agressive ways.
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- Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled
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@ -65,6 +71,12 @@ Other changes:
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- Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328)
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- Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). (#8002, #7328)
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Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location.
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- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip
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appeared during drag and drop release.
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- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so that
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transitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing
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info from one to the other. (#8036)
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- Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036)
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- Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal.
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- Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL.
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(#8009, #8010) [@blitz-research]
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70
imgui.cpp
70
imgui.cpp
@ -1147,7 +1147,9 @@ static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduc
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // 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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// Tooltip offset
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static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
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static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
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static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale
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static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale
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// Docking
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static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
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@ -4042,6 +4044,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
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DisabledStackSize = 0;
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LockMarkEdited = 0;
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TooltipOverrideCount = 0;
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TooltipPreviousWindow = NULL;
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PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
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PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
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@ -5334,6 +5337,7 @@ void ImGui::NewFrame()
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g.DragDropWithinSource = false;
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g.DragDropWithinTarget = false;
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g.DragDropHoldJustPressedId = 0;
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g.TooltipPreviousWindow = NULL;
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// Close popups on focus lost (currently wip/opt-in)
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//if (g.IO.AppFocusLost)
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@ -5767,7 +5771,7 @@ void ImGui::EndFrame()
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// in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot
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// (e.g. end of your item loop, or before EndFrame) by reading payload data.
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// In the typical case, the contents of drag tooltip should be possible to infer solely from payload data.
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if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
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if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
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{
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g.DragDropWithinSource = true;
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SetTooltip("...");
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@ -8061,6 +8065,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Clear hit test shape every frame
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window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
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if (flags & ImGuiWindowFlags_Tooltip)
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g.TooltipPreviousWindow = window;
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// Pressing CTRL+C while holding on a window copy its content to the clipboard
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// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
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// Maybe we can support CTRL+C on every element?
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@ -11192,7 +11199,7 @@ void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryStat
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{
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ImGuiContext& g = *GImGui;
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while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow)
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while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044
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{
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IM_ASSERT_USER_ERROR(0, "Missing EndTable()");
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EndTable();
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@ -11206,7 +11213,7 @@ void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryStat
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IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()");
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EndTabBar();
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}
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while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window)
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while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044
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{
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IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()");
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EndMultiSelect();
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@ -11239,7 +11246,7 @@ void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryStat
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}
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}
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IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack);
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while (g.ColorStack.Size > state_in->SizeOfColorStack)
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while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044
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{
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IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()");
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PopStyleColor();
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@ -12181,7 +12188,8 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
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{
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ImGuiContext& g = *GImGui;
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if (g.DragDropWithinSource || g.DragDropWithinTarget)
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const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget;
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if (is_dragdrop_tooltip)
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{
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// Drag and Drop tooltips are positioning differently than other tooltips:
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// - offset visibility to increase visibility around mouse.
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@ -12189,24 +12197,30 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
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// We call SetNextWindowPos() to enforce position and disable clamping.
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// See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
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//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
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ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
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const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
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if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
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SetNextWindowPos(tooltip_pos);
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{
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ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale);
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ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f);
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SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot);
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}
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SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
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//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
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tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
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}
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char window_name[16];
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
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if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
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if (ImGuiWindow* window = FindWindowByName(window_name))
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if (window->Active)
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{
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// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
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SetWindowHiddenAndSkipItemsForCurrentFrame(window);
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
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}
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const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d";
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char window_name[32];
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount);
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if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active)
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{
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// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
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//IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name);
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SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow);
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount);
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}
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ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
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Begin(window_name, NULL, flags | extra_window_flags);
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// 2023-03-09: Added bool return value to the API, but currently always returning true.
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@ -12808,18 +12822,30 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Position tooltip (always follows mouse + clamp within outer boundaries)
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// Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
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// In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
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// FIXME:
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// - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
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// - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
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// - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
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// as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
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IM_ASSERT(g.CurrentWindow == window);
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const float scale = g.Style.MouseCursorScale;
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const ImVec2 ref_pos = NavCalcPreferredRefPos();
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const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
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if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen)
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{
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ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
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if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
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return tooltip_pos;
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}
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ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
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ImRect r_avoid;
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
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else
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
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//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
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return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
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}
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IM_ASSERT(0);
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@ -20896,7 +20922,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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DebugBreakClearData();
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// Basic info
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Text("Dear ImGui %s", GetVersion());
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Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
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if (g.ContextName[0] != 0)
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{
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SameLine();
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20
imgui.h
20
imgui.h
@ -29,7 +29,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.3 WIP"
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#define IMGUI_VERSION_NUM 19123
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#define IMGUI_VERSION_NUM 19124
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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#define IMGUI_HAS_DOCK // Docking WIP branch
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@ -2355,18 +2355,20 @@ struct ImGuiIO
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// Debug options
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//------------------------------------------------------------------
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// Options to configure how we handle recoverable errors [EXPERIMENTAL]
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// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
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// - Error recovery is provided as a way to facilitate:
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// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
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// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
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// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
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// You not are not supposed to rely on it in the course of a normal application run.
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// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
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// - You not are not supposed to rely on it in the course of a normal application run.
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// - Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.
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// - Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
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// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
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// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
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// Otherwise it would severely hinder your ability to catch and correct mistakes!
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// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details about typical usage scenarios:
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// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
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// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
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// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (visible log entries, use callback etc.)
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// - Recovery after error from scripting language: record stack sizes before running script, disable assert, trigger breakpoint from ErrorCallback, recover with ErrorRecoveryTryToRecoverState(), restore settings.
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// - Recovery after an exception handler: record stack sizes before try {} block, disable assert, set log callback, recover with ErrorRecoveryTryToRecoverState(), restore settings.
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// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
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// - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
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bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
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bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
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bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
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@ -2486,6 +2486,7 @@ struct ImGuiContext
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short DisabledStackSize;
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short LockMarkEdited;
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short TooltipOverrideCount;
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ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame
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ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
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ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
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ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()
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@ -3615,6 +3616,7 @@ namespace ImGui
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IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
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IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
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IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
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IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name);
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IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);
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IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
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IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
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@ -9682,6 +9682,13 @@ void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
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tab_bar->NextSelectedTabId = tab->ID;
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}
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void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name)
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{
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IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars
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ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL);
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tab_bar->NextSelectedTabId = tab_id;
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}
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void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)
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{
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IM_ASSERT(offset != 0);
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|
Loading…
Reference in New Issue
Block a user