diff --git a/imgui/imconfig.h b/imgui/imconfig.h index a0c86caa..7082c550 100644 --- a/imgui/imconfig.h +++ b/imgui/imconfig.h @@ -33,7 +33,7 @@ // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) diff --git a/imgui/imgui.cpp b/imgui/imgui.cpp index bc1616e4..9e0cbae9 100644 --- a/imgui/imgui.cpp +++ b/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (main code and documentation) // Help: @@ -15,7 +15,10 @@ // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -80,6 +83,7 @@ CODE // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ @@ -386,6 +390,7 @@ CODE - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder @@ -919,30 +924,31 @@ namespace ImGui static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); -static void NavUpdateMoveResult(); -static void NavUpdateInitResult(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); -static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); static int FindWindowFocusIndex(ImGuiWindow* window); -// Error Checking +// Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); // Misc static void UpdateSettings(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); static void UpdateTabFocus(); -static void UpdateDebugToolItemPicker(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); @@ -952,6 +958,7 @@ static void EndFrameDrawDimmedBackgrounds(); // 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. static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); static void WindowSelectViewport(ImGuiWindow* window); @@ -2289,21 +2296,21 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items return; } - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) + if (g.NavMoveScoringItems) unclipped_rect.Add(g.NavScoringRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); + unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up) start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down) end++; start = ImClamp(start, 0, items_count); @@ -3008,10 +3015,9 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -3020,10 +3026,9 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } @@ -3032,10 +3037,9 @@ ImGuiID ImGuiWindow::GetID(int n) ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } @@ -3043,10 +3047,9 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -3054,10 +3057,9 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } @@ -3065,10 +3067,9 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } @@ -3149,7 +3150,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget @@ -3246,7 +3247,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) @@ -3332,13 +3333,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return true; } -bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (clip_even_when_logged || !g.LogEnabled) + if (!g.LogEnabled) return true; return false; } @@ -3356,7 +3357,8 @@ void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemS // Called by ItemAdd() // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) +// [WIP] This will eventually be refactored and moved into NavProcessItem() +void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0 && id == g.LastItemData.ID); @@ -3364,7 +3366,6 @@ void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) // Increment counters // FIXME: ImGuiItemFlags_Disabled should disable more. const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterRegular++; if (is_tab_stop) { window->DC.FocusCounterTabStop++; @@ -3374,7 +3375,7 @@ void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.TabFocusPressed && g.TabFocusRequestNextWindow == NULL) { g.TabFocusRequestNextWindow = window; g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. @@ -3383,14 +3384,9 @@ void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) // Handle focus requests if (g.TabFocusRequestCurrWindow == window) { - if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) - { - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByCode; - return; - } if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) { - g.NavJustTabbedId = id; + g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; return; } @@ -3685,7 +3681,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame() KeepAliveID(g.ActiveId); IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) @@ -3702,17 +3701,20 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - // Try to merge the window back into the main viewport. - // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); - // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. - if (!IsDragDropPayloadBeingAccepted()) - g.MouseViewport = moving_window->Viewport; + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; - // Clear the NoInput window flag set by the Viewport system - moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. + // Clear the NoInput window flag set by the Viewport system + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. + } g.MovingWindow = NULL; ClearActiveID(); @@ -3816,13 +3818,15 @@ static void ImGui::UpdateMouseInputs() // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; else g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; @@ -3967,7 +3971,10 @@ void ImGui::UpdateTabFocus() ImGuiContext& g = *GImGui; // Pressing TAB activate widget focus - g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + g.TabFocusPressed = false; + if (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!g.IO.KeyCtrl && !g.IO.KeyAlt && IsKeyPressedMap(ImGuiKey_Tab) && !IsActiveIdUsingKey(ImGuiKey_Tab)) + g.TabFocusPressed = true; if (g.ActiveId == 0 && g.TabFocusPressed) { // - This path is only taken when no widget are active/tabbed-into yet. @@ -3975,7 +3982,6 @@ void ImGui::UpdateTabFocus() // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also // manipulate the Next fields here even though they will be turned into Curr fields below. g.TabFocusRequestNextWindow = g.NavWindow; - g.TabFocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); else @@ -3984,17 +3990,15 @@ void ImGui::UpdateTabFocus() // Turn queued focus request into current one g.TabFocusRequestCurrWindow = NULL; - g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; + g.TabFocusRequestCurrCounterTabStop = INT_MAX; if (g.TabFocusRequestNextWindow != NULL) { ImGuiWindow* window = g.TabFocusRequestNextWindow; g.TabFocusRequestCurrWindow = window; - if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); g.TabFocusRequestNextWindow = NULL; - g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; + g.TabFocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -4004,6 +4008,7 @@ void ImGui::UpdateTabFocus() void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: @@ -4016,52 +4021,65 @@ 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)) + if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindowDockTree, modal_window, true, true)) clear_hovered_windows = true; // Disabled mouse? - if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) clear_hovered_windows = true; - // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. - int mouse_earliest_button_down = -1; + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); - mouse_any_down |= g.IO.MouseDown[i]; - if (g.IO.MouseDown[i]) - if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) - mouse_earliest_button_down = i; + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; } - const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; - if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + if (!mouse_avail && !mouse_dragging_extern_payload) clear_hovered_windows = true; if (clear_hovered_windows) g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag if (g.WantCaptureMouseNextFrame != -1) - g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } else - g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) if (g.WantCaptureKeyboardNextFrame != -1) - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else - g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - g.IO.WantCaptureKeyboard = true; + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible - g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() @@ -4191,6 +4209,10 @@ void ImGui::NewFrame() g.DragDropWithinTarget = false; g.DragDropHoldJustPressedId = 0; + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + // Clear buttons state when focus is lost // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) if (g.IO.AppFocusLost) @@ -4282,8 +4304,9 @@ void ImGui::NewFrame() // Docking DockContextNewFrameUpdateDocking(&g); - // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + // [DEBUG] Update debug features UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -4296,31 +4319,6 @@ void ImGui::NewFrame() CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } -// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. -void ImGui::UpdateDebugToolItemPicker() -{ - ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakId = 0; - if (g.DebugItemPickerActive) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - SetMouseCursor(ImGuiMouseCursor_Hand); - if (IsKeyPressedMap(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakId = hovered_id; - g.DebugItemPickerActive = false; - } - SetNextWindowBgAlpha(0.60f); - BeginTooltip(); - Text("HoveredId: 0x%08X", hovered_id); - Text("Press ESC to abort picking."); - TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - EndTooltip(); - } -} - void ImGui::Initialize(ImGuiContext* context) { ImGuiContext& g = *context; @@ -5383,7 +5381,7 @@ void ImGui::EndChild() ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } @@ -6109,13 +6107,15 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) window->RootWindow = parent_window->RootWindow; } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) @@ -6231,12 +6231,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = window; ImGuiWindowStackData window_stack_data; window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindowStack.push_back(window_stack_data); - g.CurrentWindow = window; - window->DC.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindow = NULL; if (flags & ImGuiWindowFlags_Popup) @@ -6687,18 +6687,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. - // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. - // We also disabled this when we have dimming overlay behind this specific one child. - // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; if (is_undocked_or_docked_visible) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) render_decorations_in_parent = true; + } if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; @@ -6779,7 +6784,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + window->DC.FocusCounterTabStop = -1; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -6969,10 +6974,10 @@ void ImGui::End() // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; - g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - window->DC.StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); @@ -7042,7 +7047,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - g.NavInitRequest = g.NavMoveRequest = false; + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } @@ -7083,8 +7088,18 @@ void ImGui::FocusWindow(ImGuiWindow* window) void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - - const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. @@ -7162,7 +7177,7 @@ void ImGui::PopItemFlag() } // BeginDisabled()/EndDisabled() -// - Those can be nested but this cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep things disabled) +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. @@ -7173,19 +7188,25 @@ void ImGui::BeginDisabled(bool disabled) bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; g.DisabledAlphaBackup = g.Style.Alpha; if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } if (was_disabled || disabled) g.CurrentItemFlags |= ImGuiItemFlags_Disabled; g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; } void ImGui::EndDisabled() { ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; //PopItemFlag(); g.ItemFlagsStack.pop_back(); - g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.CurrentItemFlags = g.ItemFlagsStack.back(); if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } @@ -7225,15 +7246,27 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPosStack.pop_back(); } -// FIXME: We are exposing the docking hierarchy to end-user here (via IsWindowHovered, IsWindowFocused) which is unusual. -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { - if (window->RootWindowDockTree == potential_parent) + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) return true; while (window != NULL) { if (window == potential_parent) return true; + if (window == window_root) // end of chain + return false; window = window->ParentWindow; } return false; @@ -7255,39 +7288,34 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - if (g.HoveredWindow == NULL) + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) return false; if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { - ImGuiWindow* window = g.CurrentWindow; - switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow->RootWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_ChildWindows: - if (!IsWindowChildOf(g.HoveredWindow, window)) - return false; - break; - default: - if (g.HoveredWindow != window) - return false; - break; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; } - if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + if (!IsWindowContentHoverable(ref_window, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) return false; return true; } @@ -7295,22 +7323,24 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; if (flags & ImGuiFocusedFlags_AnyWindow) - return g.NavWindow != NULL; + return true; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) - { - case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); - default: - return g.NavWindow == g.CurrentWindow; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); } ImGuiID ImGui::GetWindowDockID() @@ -7629,6 +7659,7 @@ void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) @@ -7650,12 +7681,16 @@ void ImGui::PopFocusScope() void ImGui::SetKeyboardFocusHere(int offset) { - IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.TabFocusRequestNextCounterTabStop = INT_MAX; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + g.NavWindow = window; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_None, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + NavMoveRequestResolveWithLastItem(); + else + g.NavTabbingInputableRemaining = offset + 1; } void ImGui::SetItemDefaultFocus() @@ -7664,15 +7699,17 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = g.LastItemData.ID; - g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHereY(); - } + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) @@ -7724,6 +7761,8 @@ void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); window->IDStack.push_back(id); } @@ -7733,11 +7772,10 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE + KeepAliveID(id); ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -7922,53 +7960,13 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) + while (g.CurrentWindowStack.Size > 0) //-V1044 { - while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); - EndTable(); - } + ErrorCheckEndWindowRecover(log_callback, user_data); ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); - EndTabBar(); - } - while (window->DC.TreeDepth > 0) - { - if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); - TreePop(); - } - while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); - EndGroup(); - } - while (window->IDStack.Size > 1) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); - PopID(); - } - while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); - PopStyleColor(); - } - while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); - PopStyleVar(); - } - while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); - PopFocusScope(); - } if (g.CurrentWindowStack.Size == 1) { - IM_ASSERT(g.CurrentWindow->IsFallbackWindow); + IM_ASSERT(window->IsFallbackWindow); break; } IM_ASSERT(window == g.CurrentWindow); @@ -7985,6 +7983,66 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi } } +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { @@ -7996,7 +8054,9 @@ void ImGuiStackSizes::SetToCurrentState() SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors @@ -8014,6 +8074,8 @@ void ImGuiStackSizes::CompareWithCurrentState() // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); @@ -8048,7 +8110,6 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() -// - GetWindowContentRegionWidth() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, columns. @@ -8098,15 +8159,17 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) g.LastItemData.ID = id; g.LastItemData.Rect = bb; - g.LastItemData.InFlags = g.CurrentItemFlags; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; // Directional navigation processing @@ -8125,7 +8188,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + NavProcessItem(); // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX @@ -8144,15 +8207,15 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu #endif // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); + const bool is_clipped = IsClippedEx(bb, id); if (is_clipped) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - // Tab stop handling (previously was using internal ItemFocusable() api) - // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) - if (flags & ImGuiItemAddFlags_Focusable) - ItemFocusable(window, id); + // [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api) + // FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) + if (extra_flags & ImGuiItemFlags_Inputable) + ItemInputable(window, id); // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) @@ -8416,14 +8479,9 @@ ImVec2 ImGui::GetWindowContentRegionMax() return window->ContentRegionRect.Max - window->Pos; } -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.GetWidth(); -} - // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { ImGuiContext& g = *GImGui; @@ -8568,32 +8626,80 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) return scroll; } +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + // Scroll to keep newly navigated item fully into view -ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - ImVec2 delta_scroll; - if (!window_rect.Contains(item_rect)) - { - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); - if (item_rect.Min.y < window_rect.Min.y) - SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - delta_scroll = next_scroll - window->Scroll; + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; + const bool can_be_fully_visible_x = item_rect.GetWidth() <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = item_rect.GetHeight() <= window_rect.GetHeight(); + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; + SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); } + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; + SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + // Also scroll parent window to keep us into view if necessary - if (window->Flags & ImGuiWindowFlags_ChildWindow) - delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } return delta_scroll; } @@ -8939,6 +9045,21 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to } } +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; @@ -9074,7 +9195,7 @@ void ImGui::EndPopup() IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); - // Make all menus and popups wrap around for now, may need to expose that policy. + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); @@ -9304,6 +9425,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) //----------------------------------------------------------------------------- // FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; @@ -9334,7 +9456,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) - window->NavRectRel[nav_layer] = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); + window->NavRectRel[nav_layer] = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; @@ -9365,7 +9487,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); } - else + else // FIXME: PageUp/PageDown are leaving move_dir == None { r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); @@ -9373,15 +9495,17 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; - const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) @@ -9443,24 +9567,24 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + draw_list->AddText(cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); } } #endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; - if (quadrant == g.NavMoveDir) + const ImGuiDir move_dir = g.NavMoveDir; + if (quadrant == move_dir) { // Does it beat the current best candidate? if (dist_box < result->DistBox) @@ -9482,7 +9606,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. - if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance new_best = true; } } @@ -9495,7 +9619,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) // 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 == 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)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; new_best = true; @@ -9504,23 +9628,26 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) return new_best; } -static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; result->Window = window; - result->ID = id; + result->ID = g.LastItemData.ID; result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; - //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; - + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; const ImGuiItemFlags item_flags = g.LastItemData.InFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) @@ -9530,7 +9657,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; + g.NavInitResultRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); } if (candidate_for_nav_default_focus) { @@ -9540,27 +9667,34 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con } // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; -#if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Score all items in NavWindow at all times - if (!g.NavMoveRequest) - g.NavMoveDir = g.NavMoveDirLast; - bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; -#else - bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); -#endif - if (new_best) - NavApplyItemToResult(result, window, id, nav_bb_rel); + if (item_flags & ImGuiItemFlags_Inputable) + g.NavTabbingInputableRemaining--; - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel); + if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + { + if (g.NavTabbingInputableRemaining == 0) + NavMoveRequestResolveWithLastItem(); + } + else + { + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } } // Update window-relative bounding box of navigated item @@ -9570,43 +9704,77 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + window->NavRectRel[window->DC.NavLayerCurrent] = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Store item bounding box (relative to window position) } } bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + + if (move_flags & ImGuiNavMoveFlags_Tabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = g.IO.KeyMods; + g.NavTabbingInputableRemaining = 0; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(&g.NavMoveResultLocal); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } -void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + IM_ASSERT(g.NavMoveForwardToNextFrame == false); NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; } -void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; - - // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire - // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. - g.NavWrapRequestWindow = window; - g.NavWrapRequestFlags = move_flags; + IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags |= wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). @@ -9641,20 +9809,20 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) if (window->NavLastIds[layer] != 0) { SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; } else { g.NavLayer = layer; NavInitWindow(window, true); } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; } static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); if (g.NavAnyRequest) IM_ASSERT(g.NavWindow != NULL); } @@ -9700,7 +9868,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // Mouse (we need a fallback in case the mouse becomes invalid after being used) if (IsMousePosValid(&g.IO.MousePos)) return g.IO.MousePos; - return g.LastValidMousePos; + return g.MouseLastValidPos; } else { @@ -9756,16 +9924,12 @@ static void ImGui::NavUpdate() ImGuiIO& io = g.IO; io.WantSetMousePos = false; - g.NavWrapRequestWindow = NULL; - g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; -#if 0 - if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); -#endif + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) // (do it before we map Keyboard input!) - bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) { if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f @@ -9796,24 +9960,17 @@ static void ImGui::NavUpdate() // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) - NavUpdateInitResult(); + NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavJustMovedToId = 0; // Process navigation move request - if (g.NavMoveRequest) - NavUpdateMoveResult(); - - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) - { - IM_ASSERT(g.NavMoveRequest); - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) - g.NavDisableHighlight = false; - g.NavMoveRequestForward = ImGuiNavForward_None; - } + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingInputableRemaining = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; // Apply application mouse position movement, after we had a chance to process move request result. if (g.NavMousePosDirty && g.NavIdIsAlive) @@ -9824,14 +9981,15 @@ static void ImGui::NavUpdate() { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); } g.NavMousePosDirty = false; } g.NavIdIsAlive = false; g.NavJustTabbedId = 0; - IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); - // 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 + // Store our return window (for returning from Menu Layer to Main Layer) 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 == ImGuiNavLayer_Main) @@ -9845,116 +10003,51 @@ static void ImGui::NavUpdate() io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) - { - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); - if (g.ActiveId != 0) - { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); - } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) - { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); - } - else if (g.OpenPopupStack.Size > 0) - { - // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = g.NavFocusScopeId = 0; - } - } + NavUpdateCancelRequest(); // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool input_down = IsNavInputDown(ImGuiNavInput_Input); bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) + { g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - g.NavMoveRequest = false; // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + { + if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) + g.NavActivateInputId = g.NavNextActivateId; + else + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } g.NavNextActivateId = 0; - // Initiate directional inputs request - if (g.NavMoveRequestForward == ImGuiNavForward_None) - { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } - } - g.NavMoveClipDir = g.NavMoveDir; - } - else - { - // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) - // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) - IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); - g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; - } - - // Update PageUp/PageDown/Home/End scroll - // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float nav_scoring_rect_offset_y = 0.0f; - if (nav_keyboard_active) - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); - - // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match - if (g.NavMoveDir != ImGuiDir_None) - { - g.NavMoveRequest = true; - g.NavMoveRequestKeyMods = io.KeyMods; - g.NavMoveDirLast = g.NavMoveDir; - } - if (g.NavMoveRequest && g.NavId == 0) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); - g.NavInitRequest = g.NavInitRequestFromMove = true; - // Reassigning with same value, we're being explicit here. - g.NavInitResultId = 0; // -V1048 - g.NavDisableHighlight = false; - } + // Process move requests + NavUpdateCreateMoveRequest(); NavUpdateAnyRequestFlag(); // Scrolling @@ -9963,12 +10056,13 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) { - if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys @@ -9980,17 +10074,112 @@ static void ImGui::NavUpdate() SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); } - // Reset search results - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisibleSet.Clear(); - g.NavMoveResultOther.Clear(); + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = g.NavMousePosDirty = false; + } + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (g.NavInitRequestFromMove) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + + // [DEBUG] Always send a request +#if IMGUI_DEBUG_NAV_SCORING + if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + { + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResultId = 0; + g.NavDisableHighlight = false; + } // When using gamepad, we project the reference nav bounding box into window visible area. // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative // (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL) { - ImGuiWindow* window = g.NavWindow; ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { @@ -10003,50 +10192,38 @@ static void ImGui::NavUpdate() } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); - g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); - g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); - g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; - IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; -#if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) + ImRect scoring_rect; + if (window != NULL) { - ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max); + scoring_rect.TranslateY(scoring_rect_offset_y); + scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); + scoring_rect.Max.x = scoring_rect.Min.x; + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] } -#endif + g.NavScoringRect = scoring_rect; } -static void ImGui::NavUpdateInitResult() +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() { - // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) ImGuiContext& g = *GImGui; - if (!g.NavWindow) +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times return; +#endif - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); - SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - if (g.NavInitRequestFromMove) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; - } -} + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; -// Apply result from previous frame navigation directional move request -static void ImGui::NavUpdateMoveResult() -{ - ImGuiContext& g = *GImGui; - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) { - // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) - if (g.NavId != 0) + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) { g.NavDisableHighlight = false; g.NavDisableMouseHover = true; @@ -10054,13 +10231,10 @@ static void ImGui::NavUpdateMoveResult() return; } - // Select which result to use - ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) - if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) - result = &g.NavMoveResultLocalVisibleSet; + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) @@ -10072,8 +10246,9 @@ static void ImGui::NavUpdateMoveResult() if (g.NavLayer == ImGuiNavLayer_Main) { ImVec2 delta_scroll; - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { + // FIXME: Should remove this float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; delta_scroll.y = result->Window->Scroll.y - scroll_target; SetScrollY(result->Window, scroll_target); @@ -10081,7 +10256,7 @@ static void ImGui::NavUpdateMoveResult() else { ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + delta_scroll = ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } // Offset our result position so mouse position can be applied immediately after in NavUpdate() @@ -10096,84 +10271,155 @@ static void ImGui::NavUpdateMoveResult() // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; - g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } + + // Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; + + // Tabbing: Activates Inputable or Focus non-Inputable + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + } + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = g.NavFocusScopeId = 0; + } } // Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; - if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) - return 0.0f; - if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) return 0.0f; - ImGuiWindow* window = g.NavWindow; const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); - if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); - else if (home_pressed) - SetScrollY(window, 0.0f); - else if (end_pressed) - SetScrollY(window, window->ScrollMax.y); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) { - ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (home_pressed) - { - // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y - // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. - // Preserve current horizontal position if we have any. - nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - else if (end_pressed) - { - nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; } return 0.0f; } @@ -10187,13 +10433,14 @@ static void ImGui::NavEndFrame() NavUpdateWindowingOverlay(); // Perform wrap-around in menus - ImGuiWindow* window = g.NavWrapRequestWindow; - ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; - if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + ImGuiWindow* window = g.NavWindow; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; + if (window && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) { - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; - + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { @@ -10204,7 +10451,7 @@ static void ImGui::NavEndFrame() bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + do_forward = true; } if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { @@ -10214,28 +10461,34 @@ static void ImGui::NavEndFrame() bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + do_forward = true; } + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { bb_rel.Min.y = bb_rel.Max.y = - ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y + decoration_up_height; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + do_forward = true; } if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y + decoration_up_height; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + do_forward = true; + } + if (do_forward) + { + window->NavRectRel[g.NavLayer] = bb_rel; + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } } } @@ -10245,6 +10498,7 @@ static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_UNUSED(g); int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) IM_ASSERT(g.WindowsFocusOrder[order] == window); return order; } @@ -10299,8 +10553,9 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { @@ -10351,7 +10606,7 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) + if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) { g.NavWindowingToggleLayer = true; g.NavInputSource = ImGuiInputSource_Keyboard; @@ -10441,15 +10696,17 @@ static void ImGui::NavUpdateWindowing() FocusWindow(new_nav_window); new_nav_window->NavLastChildNavWindow = old_nav_window; } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - // Reinitialize navigation when entering menu bar with the Alt key. + // Toggle layer const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; - const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); - if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) - g.NavWindow->NavLastIds[new_nav_layer] = 0; - NavRestoreLayer(new_nav_layer); + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + } } } @@ -10544,14 +10801,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; if (g.ActiveIdMouseButton != -1) mouse_button = g.ActiveIdMouseButton; - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) return false; g.ActiveIdAllowOverlap = false; } else { // Uncommon path: items without ID - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) return false; // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: @@ -10562,10 +10821,6 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; } - // Early out - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. @@ -10731,7 +10986,7 @@ bool ImGui::BeginDragDropTarget() if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; @@ -11464,6 +11719,10 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + window->Viewport = viewport; window->ViewportId = viewport->ID; window->ViewportOwned = (viewport->Window == window); @@ -11496,6 +11755,7 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG if (GetWindowAlwaysWantOwnViewport(window)) return false; + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window_behind = g.Windows[n]; @@ -11629,22 +11889,7 @@ static void ImGui::UpdateViewportsNewFrame() // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { - // Clear references to this viewport in windows (window->ViewportId becomes the master data) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport) - { - g.Windows[window_n]->Viewport = NULL; - g.Windows[window_n]->ViewportOwned = false; - } - if (viewport == g.MouseLastHoveredViewport) - g.MouseLastHoveredViewport = NULL; - g.Viewports.erase(g.Viewports.Data + n); - - // Destroy - IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); - DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. - IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); - IM_DELETE(viewport); + DestroyViewport(viewport); n--; continue; } @@ -11676,7 +11921,7 @@ static void ImGui::UpdateViewportsNewFrame() // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; - // Translate imgui windows when a Host Viewport has been moved + // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) @@ -11751,7 +11996,8 @@ static void ImGui::UpdateViewportsNewFrame() // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) - if (g.MovingWindow) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; @@ -11855,6 +12101,30 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const return viewport; } +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. static void ImGui::WindowSelectViewport(ImGuiWindow* window) { @@ -11904,8 +12174,15 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); window->Viewport = window->ParentWindow->Viewport; } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } else if (flags & ImGuiWindowFlags_Tooltip) { window->Viewport = g.MouseViewport; @@ -11948,7 +12225,7 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) else window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } - else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) { // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; @@ -12357,7 +12634,7 @@ void ImGui::DestroyPlatformWindows() // | - DockContextProcessDock() - process one docking request // | - DockNodeUpdate() // | - DockNodeUpdateForRootNode() -// | - DockNodeUpdateVisibleFlagAndInactiveChilds() +// | - DockNodeUpdateFlagsAndCollapse() // | - DockNodeFindInfo() // | - destroy unused node or tab bar // | - create dock node host window @@ -12490,7 +12767,8 @@ namespace ImGui static void DockNodeHideHostWindow(ImGuiDockNode* node); static void DockNodeUpdate(ImGuiDockNode* node); static void DockNodeUpdateForRootNode(ImGuiDockNode* node); - static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeRemoveTabBar(ImGuiDockNode* node); @@ -13111,7 +13389,13 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) DockNodeMoveWindows(new_node, node); DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) - UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + { + ImGuiWindow* window = new_node->Windows[n]; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } node = new_node; } else @@ -13158,7 +13442,8 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* // - ImGuiDockNodeFindInfoResults // - DockNodeFindInfo() // - DockNodeFindWindowByID() -// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() // - DockNodeUpdateVisibleFlag() // - DockNodeStartMouseMovingWindow() // - DockNodeUpdate() @@ -13188,6 +13473,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) State = ImGuiDockNodeState_Unknown; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; LastFocusedNodeId = 0; SelectedTabId = 0; @@ -13195,7 +13481,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; - IsFocused = HasCloseButton = HasWindowMenuButton = false; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; MarkedForPosSizeWrite = false; } @@ -13293,7 +13579,10 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; window->DockId = save_dock_id; - UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately // Remove window bool erased = false; @@ -13304,7 +13593,8 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window erased = true; break; } - IM_ASSERT(erased); + if (!erased) + IM_ASSERT(erased); if (node->VisibleWindow == window) node->VisibleWindow = NULL; @@ -13331,6 +13621,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window if (node->HostWindow->ViewportOwned && node->IsRootNode()) { // Transfer viewport back to the remaining loose window + IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name); IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); node->HostWindow->Viewport->Window = remaining_window; node->HostWindow->Viewport->ID = remaining_window->ID; @@ -13421,36 +13712,36 @@ static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) } // Search function called once by root node in DockNodeUpdate() -struct ImGuiDockNodeFindInfoResults +struct ImGuiDockNodeTreeInfo { ImGuiDockNode* CentralNode; ImGuiDockNode* FirstNodeWithWindows; int CountNodesWithWindows; //ImGuiWindowClass WindowClassForMerges; - ImGuiDockNodeFindInfoResults() { CentralNode = FirstNodeWithWindows = NULL; CountNodesWithWindows = 0; } + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } }; -static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results) +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) { if (node->Windows.Size > 0) { - if (results->FirstNodeWithWindows == NULL) - results->FirstNodeWithWindows = node; - results->CountNodesWithWindows++; + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; } if (node->IsCentralNode()) { - IM_ASSERT(results->CentralNode == NULL); // Should be only one + IM_ASSERT(info->CentralNode == NULL); // Should be only one IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); - results->CentralNode = node; + info->CentralNode = node; } - if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL) + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) return; if (node->ChildNodes[0]) - DockNodeFindInfo(node->ChildNodes[0], results); + DockNodeFindInfo(node->ChildNodes[0], info); if (node->ChildNodes[1]) - DockNodeFindInfo(node->ChildNodes[1], results); + DockNodeFindInfo(node->ChildNodes[1], info); } static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) @@ -13464,7 +13755,7 @@ static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID i // - Remove inactive windows/nodes. // - Update visibility flag. -static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); @@ -13477,12 +13768,13 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; if (node->ChildNodes[0]) - DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]); + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); if (node->ChildNodes[1]) - DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]); + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); - // Remove inactive windows + // Remove inactive windows, collapse nodes // Merge node flags overrides stored in windows node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; for (int window_n = 0; window_n < node->Windows.Size; window_n++) @@ -13507,13 +13799,12 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod } DockNodeRemoveWindow(node, window, node->ID); window_n--; + continue; } - else - { - // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. - //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; - node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; - } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; } node->UpdateMergedFlags(); @@ -13537,6 +13828,25 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod DockNodeUpdateVisibleFlag(node); } +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) { // Update visibility flag @@ -13560,22 +13870,23 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind // Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) { - DockNodeUpdateVisibleFlagAndInactiveChilds(node); + DockNodeUpdateFlagsAndCollapse(node); - // FIXME-DOCK: Merge this scan into the one above. // - Setup central node pointers // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) - ImGuiDockNodeFindInfoResults results; - DockNodeFindInfo(node, &results); - node->CentralNode = results.CentralNode; - node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL; - if (node->LastFocusedNodeId == 0 && results.FirstNodeWithWindows != NULL) - node->LastFocusedNodeId = results.FirstNodeWithWindows->ID; + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; // Copy the window class from of our first window so it can be used for proper dock filtering. // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. - if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows) + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) { node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; for (int n = 1; n < first_node_with_windows->Windows.Size; n++) @@ -13585,6 +13896,13 @@ static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) break; } } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } } static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) @@ -13618,9 +13936,14 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) bool want_to_hide_host_window = false; - if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode()) - if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) want_to_hide_host_window = true; + } if (want_to_hide_host_window) { if (node->Windows.Size == 1) @@ -14638,6 +14961,7 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) @@ -14703,6 +15027,7 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes) { // During the regular dock node update we write to all nodes. @@ -14732,6 +15057,10 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si ImGuiContext& g = *GImGui; const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) { @@ -14749,19 +15078,19 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // FIXME-DOCK: We cannot honor the requested size, so apply ratio. // Currently this path will only be taken if code programmatically sets WantLockSizeOnce - float ratio_0 = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); - child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * ratio_0); + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node - else if (child_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f) + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) { child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); child_1_size[axis] = (size_avail - child_0_size[axis]); } - else if (child_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f) + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) { child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); child_0_size[axis] = (size_avail - child_1_size[axis]); @@ -14770,7 +15099,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // 4) Otherwise distribute according to the relative ratio of each SizeRef value float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); - child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F)); + child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); child_1_size[axis] = (size_avail - child_0_size[axis]); } @@ -14799,6 +15128,7 @@ static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGu DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } +// (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { if (node->IsLeafNode()) @@ -14833,7 +15163,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) //bb.Max[axis] -= 1; PushID(node->ID); - // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes. + // Find resizing limits by gathering list of nodes that are touching the splitter line. ImVector touching_nodes[2]; float min_size = g.Style.WindowMinSize[axis]; float resize_limits[2]; @@ -14841,9 +15171,8 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; ImGuiID splitter_id = GetID("##Splitter"); - if (g.ActiveId == splitter_id) + if (g.ActiveId == splitter_id) // Only process when splitter is active { - // Only process when splitter is active DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) @@ -14851,14 +15180,18 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + // [DEBUG] Render touching nodes & limits /* - // [DEBUG] Render limits ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); else draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } */ } @@ -15534,6 +15867,7 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks } } +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { ImGuiContext* ctx = GImGui; @@ -15597,6 +15931,7 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu ancestor_node = ancestor_node->ParentNode; } IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true); } @@ -16292,22 +16627,23 @@ namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } void ImGui::ShowMetricsWindow(bool* p_open) { - if (!Begin("Dear ImGui Metrics/Debugger", p_open)) + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - Text("%d active allocations", io.MetricsActiveAllocations); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); @@ -16361,11 +16697,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Button("Item Picker..")) - DebugStartItemPicker(); + // Stack Tool is your best friend! + Checkbox("Show stack tool", &cfg->ShowStackTool); SameLine(); - MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); @@ -16383,8 +16718,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } Unindent(); } - Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); - Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); Checkbox("Show tables rectangles", &cfg->ShowTablesRects); SameLine(); @@ -16431,6 +16764,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Button("Item Picker..")) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + TreePop(); } @@ -16444,6 +16783,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { ImGuiViewportP* viewport = g.Viewports[viewport_i]; @@ -16663,7 +17004,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); Text("NavInputSource: %s", input_source_names[g.NavInputSource]); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); @@ -16830,11 +17172,12 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) DebugNodeWindow(node->HostWindow, "HostWindow"); DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); - BulletText("Misc:%s%s%s%s%s", + BulletText("Misc:%s%s%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", - node->WantLockSizeOnce ? " WantLockSizeOnce" : ""); + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) { if (BeginTable("flags", 4)) @@ -17255,6 +17598,186 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la TreePop(); } +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.ActiveId ? g.ActiveId : g.HoveredIdPreviousFrame; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + int data_len; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id); + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiContext& g = *GImGui; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // Display decorated stack + ImGuiStackTool* tool = &g.DebugStackTool; + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + + TableNextColumn(); + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + Text("\"%s\" [window]", window->Name); + else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + TextUnformatted(info->Desc); + else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + { +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + Text("??? \"%s\"", label); + else +#endif + TextUnformatted("???"); + } + + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + #else void ImGui::ShowMetricsWindow(bool*) {} @@ -17270,7 +17793,12 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -#endif +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW //----------------------------------------------------------------------------- diff --git a/imgui/imgui.h b/imgui/imgui.h index 99106b57..d04b5e8e 100644 --- a/imgui/imgui.h +++ b/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (headers) // Help: @@ -15,7 +15,10 @@ // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. /* @@ -61,8 +64,8 @@ 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 "1.84.1" -#define IMGUI_VERSION_NUM 18403 +#define IMGUI_VERSION "1.85" +#define IMGUI_VERSION_NUM 18500 #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 @@ -92,7 +95,7 @@ Index of this file: #endif // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) @@ -166,7 +169,7 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) -// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. @@ -207,27 +210,22 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -// Other types -#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] -typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. -#endif -typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() -typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() -typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() - -// Character types -// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) -typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. -typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. -#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] -typedef ImWchar32 ImWchar; -#else -typedef ImWchar16 ImWchar; +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID +typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) #endif -// Basic scalar data types +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer @@ -246,7 +244,24 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11) typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif -// 2D vector (often used to store positions or sizes) +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { @@ -260,7 +275,7 @@ struct ImVec2 #endif }; -// 4D vector (often used to store floating-point colors) +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] struct ImVec4 { float x, y, z, w; @@ -299,6 +314,7 @@ namespace ImGui // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. @@ -377,9 +393,8 @@ namespace ImGui // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] @@ -518,12 +533,12 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -542,7 +557,7 @@ namespace ImGui IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -628,7 +643,7 @@ namespace ImGui IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); // Widgets: Data Plotting - // - Consider using ImPlot (https://github.com/epezent/implot) + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); @@ -831,6 +846,7 @@ namespace ImGui // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void EndDisabled(); @@ -1294,9 +1310,11 @@ enum ImGuiTableBgTarget_ enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows }; @@ -1309,11 +1327,13 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered - ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; @@ -1329,7 +1349,7 @@ enum ImGuiDockNodeFlags_ ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. - ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programatically setup dockspaces. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. }; @@ -1987,6 +2007,7 @@ struct ImGuiIO // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ + bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyModFlags KeyModsPrev; // Previous key mods ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) @@ -1995,7 +2016,8 @@ struct ImGuiIO bool MouseClicked[5]; // Mouse button went from !Down to Down bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window. bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down @@ -2382,13 +2404,6 @@ struct ImDrawCmd inline ImTextureID GetTexID() const { return TextureId; } }; -// Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). -// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; -#endif - // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert @@ -3067,6 +3082,8 @@ struct ImGuiPlatformMonitor #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } // OBSOLETED in 1.81 (from February 2021) IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } diff --git a/imgui/imgui_demo.cpp b/imgui/imgui_demo.cpp index 10f72839..1ee3d7cc 100644 --- a/imgui/imgui_demo.cpp +++ b/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (demo code) // Help: @@ -308,10 +308,12 @@ void ImGui::ShowDemoWindow(bool* p_open) // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; + static bool show_app_stack_tool = false; static bool show_app_style_editor = false; static bool show_app_about = false; if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); } if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } if (show_app_style_editor) { @@ -396,9 +398,13 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! if (ImGui::BeginMenu("Tools")) { +#ifndef IMGUI_DISABLE_METRICS_WINDOW ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); + ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool); +#endif ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); @@ -1613,16 +1619,17 @@ static void ShowDemoWindowWidgets() } // Plot/Graph widgets are not very good. - // Consider writing your own, or using a third-party one, see: - // - ImPlot https://github.com/epezent/implot - // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; ImGui::Checkbox("Animate", &animate); + // Plot as lines and plot as histogram static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float @@ -1652,7 +1659,6 @@ static void ShowDemoWindowWidgets() sprintf(overlay, "avg %f", average); ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); } - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Use functions to generate output // FIXME: This is rather awkward because current plot API only pass in indices. @@ -2237,7 +2243,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - if (ImGui::TreeNode("Querying Status (Edited/Active/Hovered etc.)")) + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) { // Select an item type const char* item_names[] = @@ -2323,43 +2329,75 @@ static void ShowDemoWindowWidgets() if (item_disabled) ImGui::EndDisabled(); + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); // Testing IsWindowFocused() function with its various flags. - // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); // Testing IsWindowHovered() function with its various flags. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", ImGui::IsWindowHovered(), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); ImGui::BeginChild("child", ImVec2(0, 50), true); @@ -2368,9 +2406,6 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); - static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; - ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); - // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). @@ -2427,7 +2462,7 @@ static void ShowDemoWindowLayout() ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) ImGui::Text("%04d: scrollable region", i); ImGui::EndChild(); @@ -5536,6 +5571,7 @@ static void ShowDemoWindowMisc() // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); diff --git a/imgui/imgui_draw.cpp b/imgui/imgui_draw.cpp index dbcf57fd..0429a864 100644 --- a/imgui/imgui_draw.cpp +++ b/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (drawing and font code) /* @@ -2004,7 +2004,7 @@ void ImFontAtlas::ClearInputData() ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; - TexReady = false; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() diff --git a/imgui/imgui_internal.h b/imgui/imgui_internal.h index 28a5b458..45bbfbd2 100644 --- a/imgui/imgui_internal.h +++ b/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -18,12 +18,13 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow @@ -82,19 +83,13 @@ Index of this file: #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wdouble-promotion" #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif -// Helper macros -#if defined(__clang__) -#define IM_NORETURN __attribute__((noreturn)) -#else -#define IM_NORETURN -#endif - // Legacy defines #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS @@ -153,8 +148,8 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() @@ -162,6 +157,7 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // F typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() @@ -759,15 +755,8 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. -}; - -// Flags for ItemAdd() -// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop. -enum ImGuiItemAddFlags_ -{ - ImGuiItemAddFlags_None = 0, - ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear. + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; // Storage for LastItem data @@ -775,16 +764,14 @@ enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. - ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] @@ -933,49 +920,6 @@ enum ImGuiInputReadMode ImGuiInputReadMode_RepeatFast }; -enum ImGuiNavHighlightFlags_ -{ - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3 -}; - -enum ImGuiNavDirSourceFlags_ -{ - ImGuiNavDirSourceFlags_None = 0, - ImGuiNavDirSourceFlags_Keyboard = 1 << 0, - ImGuiNavDirSourceFlags_PadDPad = 1 << 1, - ImGuiNavDirSourceFlags_PadLStick = 1 << 2 -}; - -enum ImGuiNavMoveFlags_ -{ - ImGuiNavMoveFlags_None = 0, - ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side - ImGuiNavMoveFlags_LoopY = 1 << 1, - ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) - ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness - ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. - ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 -}; - -enum ImGuiNavForward -{ - ImGuiNavForward_None, - ImGuiNavForward_ForwardQueued, - ImGuiNavForward_ForwardActive -}; - -enum ImGuiNavLayer -{ - ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) - ImGuiNavLayer_COUNT -}; - enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, @@ -1122,20 +1066,6 @@ struct ImGuiPopupData ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; -struct ImGuiNavItemData -{ - ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) - ImGuiID ID; // Init,Move // Best candidate item ID - ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID - ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - float DistBox; // Move // Best candidate box distance to current NavId - float DistCenter; // Move // Best candidate center distance to current NavId - float DistAxial; // Move // Best candidate axial distance to current NavId - - ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } -}; - enum ImGuiNextWindowDataFlags_ { ImGuiNextWindowDataFlags_None = 0, @@ -1205,17 +1135,36 @@ struct ImGuiLastItemData ImGuiID ID; ImGuiItemFlags InFlags; // See ImGuiItemFlags_ ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ - ImRect Rect; - ImRect DisplayRect; + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + // Data saved for each window pushed into the stack struct ImGuiWindowStackData { ImGuiWindow* Window; ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem @@ -1233,6 +1182,89 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. + ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 10, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- @@ -1367,6 +1399,7 @@ struct IMGUI_API ImGuiDockNode ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly int LastFrameActive; // Last frame number the node was updated. int LastFrameFocused; // Last frame number the node was focused. @@ -1380,6 +1413,7 @@ struct IMGUI_API ImGuiDockNode bool IsFocused :1; bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window @@ -1520,11 +1554,12 @@ struct ImGuiSettingsHandler }; //----------------------------------------------------------------------------- -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- struct ImGuiMetricsConfig { + bool ShowStackTool; bool ShowWindowsRects; bool ShowWindowsBeginOrder; bool ShowTablesRects; @@ -1536,6 +1571,7 @@ struct ImGuiMetricsConfig ImGuiMetricsConfig() { + ShowStackTool = false; ShowWindowsRects = false; ShowWindowsBeginOrder = false; ShowTablesRects = false; @@ -1547,19 +1583,25 @@ struct ImGuiMetricsConfig } }; -struct IMGUI_API ImGuiStackSizes +struct ImGuiStackLevelInfo { - short SizeOfIDStack; - short SizeOfColorStack; - short SizeOfStyleVarStack; - short SizeOfFontStack; - short SizeOfFocusScopeStack; - short SizeOfGroupStack; - short SizeOfBeginPopupStack; + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1607,7 +1649,6 @@ struct ImGuiContext bool WithinEndChild; // Set within EndChild() bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() void* TestEngine; // Test engine user data // Windows state @@ -1621,13 +1662,14 @@ struct ImGuiContext ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. - ImGuiDockNode* HoveredDockNode; // Hovered dock node. + ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. 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. ImVec2 WheelingWindowRefMousePos; float WheelingWindowTimer; // Item/widgets state and tracking information + 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] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; @@ -1693,37 +1735,43 @@ struct ImGuiContext ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 + ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiKeyModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. - int NavScoringCount; // Metrics for debugging ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. - bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) - bool NavMoveRequest; // Move request for this frame - ImGuiNavMoveFlags NavMoveRequestFlags; - ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) - ImGuiKeyModFlags NavMoveRequestKeyMods; - ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingInputableRemaining; // >0 when counting items for tabbing ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. - ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! @@ -1736,9 +1784,7 @@ struct ImGuiContext // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* TabFocusRequestCurrWindow; // ImGuiWindow* TabFocusRequestNextWindow; // - int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int TabFocusRequestNextCounterRegular; // Stored for next frame int TabFocusRequestNextCounterTabStop; // " bool TabFocusPressed; // Set in NewFrame() when user pressed Tab @@ -1780,14 +1826,14 @@ struct ImGuiContext ImVector ShrinkWidthBuffer; // Widget state - ImVec2 LastValidMousePos; + ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips - float ColorEditLastColor[3]; + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. ImGuiComboPreviewData ComboPreviewData; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. @@ -1795,9 +1841,10 @@ struct ImGuiContext bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? - int TooltipOverrideCount; + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once @@ -1837,8 +1884,9 @@ struct ImGuiContext // Debug Tools bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) - ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1864,7 +1912,6 @@ struct ImGuiContext WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; GcCompactAll = false; TestEngineHookItems = false; - TestEngineHookIdInfo = 0; TestEngine = NULL; WindowsActiveCount = 0; @@ -1876,6 +1923,7 @@ struct ImGuiContext WheelingWindow = NULL; WheelingWindowTimer = 0.0f; + DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; @@ -1914,12 +1962,11 @@ struct ImGuiContext ViewportFrontMostStampCount = 0; NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavJustMovedToKeyMods = ImGuiKeyModFlags_None; NavInputSource = ImGuiInputSource_None; - NavScoringRect = ImRect(); - NavScoringCount = 0; NavLayer = ImGuiNavLayer_Main; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; @@ -1930,21 +1977,23 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveRequest = false; - NavMoveRequestFlags = ImGuiNavMoveFlags_None; - NavMoveRequestForward = ImGuiNavForward_None; - NavMoveRequestKeyMods = ImGuiKeyModFlags_None; - NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; - NavWrapRequestWindow = NULL; - NavWrapRequestFlags = ImGuiNavMoveFlags_None; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiKeyModFlags_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingInputableRemaining = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; - TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; - TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; + TabFocusRequestCurrCounterTabStop = INT_MAX; + TabFocusRequestNextCounterTabStop = INT_MAX; TabFocusPressed = false; DimBgRatio = 0.0f; @@ -1966,17 +2015,17 @@ struct ImGuiContext CurrentTableStackIdx = -1; CurrentTabBar = NULL; - LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f; - ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + ColorEditLastColor = 0; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; TooltipSlowDelay = 0.50f; @@ -2052,7 +2101,6 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. // Local parameters stacks @@ -2061,7 +2109,6 @@ struct IMGUI_API ImGuiWindowTempData float TextWrapPos; // Current text wrap pos. ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; // Storage for one window @@ -2153,8 +2200,9 @@ struct IMGUI_API ImGuiWindow ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; - ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state. + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. @@ -2559,7 +2607,7 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByName(const char* name); 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); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); 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); @@ -2617,7 +2665,14 @@ namespace ImGui IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); - IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) @@ -2638,10 +2693,10 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); - IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); - IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); @@ -2655,12 +2710,14 @@ namespace ImGui IMGUI_API void PopItemFlag(); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Currently refactoring focus/nav/tabbing system // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): - // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' - // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() - inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif // Logging/Capture @@ -2674,6 +2731,7 @@ namespace ImGui IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); @@ -2681,9 +2739,10 @@ namespace ImGui IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); - IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); // Combos @@ -2693,9 +2752,13 @@ namespace ImGui // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(); IMGUI_API void NavMoveRequestCancel(); - IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); @@ -2956,10 +3019,12 @@ namespace ImGui // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); @@ -3006,14 +3071,12 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0) #endif diff --git a/imgui/imgui_tables.cpp b/imgui/imgui_tables.cpp index 71ac00f6..56056ae3 100644 --- a/imgui/imgui_tables.cpp +++ b/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (tables and columns code) /* @@ -324,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0, false)) + if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; @@ -564,6 +564,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. @@ -1170,7 +1171,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) KeepAliveID(column_id); bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); @@ -1479,6 +1480,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) { int order_n = table->DisplayOrderToIndex[column_n]; @@ -3987,7 +3989,7 @@ void ImGui::EndColumns() const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) + if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test continue; bool hovered = false, held = false; diff --git a/imgui/imgui_widgets.cpp b/imgui/imgui_widgets.cpp index f8d13bcd..e0215853 100644 --- a/imgui/imgui_widgets.cpp +++ b/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.85 // (widgets code) /* @@ -152,9 +152,13 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - IM_ASSERT(text != NULL); + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length const char* text_begin = text; if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT @@ -201,7 +205,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); while (line < text_end) { - if (IsClippedEx(line_rect, 0, false)) + if (IsClippedEx(line_rect, 0)) break; const char* line_end = (const char*)memchr(line, '\n', text_end - line); @@ -269,6 +273,7 @@ void ImGui::TextV(const char* fmt, va_list args) if (window->SkipItems) return; + // FIXME-OPT: Handle the %s shortcut? ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); @@ -566,6 +571,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ClearActiveID(); else SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } @@ -576,6 +583,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; if (!has_repeated_at_least_once) pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); ClearActiveID(); } @@ -600,13 +609,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool nav_activated_by_code = (g.NavActivateId == id); bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) - pressed = true; - if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source + pressed = true; SetActiveID(id, window); - if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } @@ -1583,7 +1591,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool pressed = ButtonBehavior(bb, id, &hovered, &held); const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); - if ((pressed || g.NavActivateId == id) && !popup_open) + if (pressed && !popup_open) { OpenPopupEx(popup_id, ImGuiPopupFlags_None); popup_open = true; @@ -1797,7 +1805,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool value_changed = false; for (int i = 0; i < items_count; i++) { - PushID((void*)(intptr_t)i); + PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) @@ -2391,7 +2399,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL @@ -2405,24 +2413,26 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0; + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); - if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - temp_input_is_active = true; + if (temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; } + // Experimental: simple click (without moving) turns Drag into an InputText - // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { - g.NavInputId = id; + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; temp_input_is_active = true; } } @@ -3007,7 +3017,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL @@ -3021,15 +3031,15 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0; + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) + if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) temp_input_is_active = true; } } @@ -3181,7 +3191,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); @@ -3445,7 +3455,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) - BeginDisabled(true); + BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { @@ -3975,15 +3985,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiItemStatusFlags item_status_flags = 0; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) { - ItemSize(total_bb, style.FramePadding.y); EndGroup(); return false; } item_status_flags = g.LastItemData.StatusFlags; + window->DC.CursorPos = backup_pos; // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); @@ -4006,7 +4019,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); if (!(flags & ImGuiInputTextFlags_MergedItem)) - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; item_status_flags = g.LastItemData.StatusFlags; } @@ -4017,21 +4030,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested_by_code = (item_status_flags & ImGuiItemStatusFlags_FocusedByCode) != 0; - const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + bool select_all = false; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing); + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { @@ -4067,13 +4078,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) - if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) - select_all = true; } if (g.ActiveId != id && init_make_active) @@ -4106,7 +4124,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; bool enter_pressed = false; @@ -4207,7 +4225,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { - if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering @@ -4248,6 +4266,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter); + const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); + const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } @@ -4268,7 +4291,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + else if (is_validate_enter) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) @@ -4282,7 +4305,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->OnKeyPressed((int)c); } } - else if (IsKeyPressedMap(ImGuiKey_Escape)) + else if (is_validate_nav) + { + IM_ASSERT(!is_validate_enter); + enter_pressed = clear_active_id = true; + } + else if (is_cancel) { clear_active_id = cancel_edit = true; } @@ -4767,6 +4795,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. @@ -4822,13 +4874,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (f[1] == 0) - f[0] = g.ColorEditLastHue; - if (f[2] == 0) - f[1] = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4963,7 +5009,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag g.ColorEditLastHue = f[0]; g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -5098,13 +5144,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5157,6 +5197,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -5230,10 +5274,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); g.ColorEditLastHue = H; g.ColorEditLastSat = S; - memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5287,13 +5331,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5900,12 +5938,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l toggled = true; } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; NavMoveRequestCancel(); } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? { toggled = true; NavMoveRequestCancel(); @@ -5976,7 +6014,7 @@ void ImGui::TreePush(const char* str_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(str_id ? str_id : "#TreePush"); + PushID(str_id); } void ImGui::TreePush(const void* ptr_id) @@ -5984,7 +6022,7 @@ void ImGui::TreePush(const void* ptr_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); + PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) @@ -5993,7 +6031,7 @@ void ImGui::TreePushOverrideID(ImGuiID id) ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; - window->IDStack.push_back(id); + PushOverrideID(id); } void ImGui::TreePop() @@ -6147,20 +6185,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } - bool item_add; const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - if (disabled_item) - { - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_Disabled; - item_add = ItemAdd(bb, id); - g.CurrentItemFlags = backup_item_flags; - } - else - { - item_add = ItemAdd(bb, id); - } - + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; @@ -6172,7 +6198,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (disabled_item && !disabled_global) // Only testing this as an optimization - BeginDisabled(true); + BeginDisabled(); // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. @@ -6209,7 +6235,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); // (bb == NavRect) g.NavDisableHighlight = true; } } @@ -6474,7 +6500,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get float v0 = values_getter(data, (0 + values_offset) % values_count); float t0 = 0.0f; ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); @@ -6690,21 +6716,21 @@ void ImGui::EndMenuBar() // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { + // Try to find out if the request is for one of our child menu ImGuiWindow* nav_earliest_child = g.NavWindow; while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) nav_earliest_child = nav_earliest_child->ParentWindow; - if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. - // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableMouseHover = g.NavMousePosDirty = true; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } @@ -6797,7 +6823,7 @@ void ImGui::EndMainMenuBar() End(); } -bool ImGui::BeginMenu(const char* label, bool enabled) +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6860,17 +6886,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled) } else { - // Menu inside a menu + // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); } if (!enabled) @@ -6887,38 +6915,30 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. bool moving_toward_other_child_menu = false; - ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { - // FIXME-DPI: Values should be derived from a master "scale" factor. + float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } - - // FIXME: Hovering a disabled BeginMenu or MenuItem won't close us if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) want_close = true; - if (!menu_is_open && hovered && pressed) // Click to open + // Open + if (!menu_is_open && pressed) // Click/activate to open want_open = true; else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open want_open = true; - - if (g.NavActivateId == id) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); @@ -6936,7 +6956,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { want_open = true; } - else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open { want_open = true; NavMoveRequestCancel(); @@ -6975,6 +6995,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) return menu_is_open; } +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + void ImGui::EndMenu() { // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). @@ -6982,11 +7007,12 @@ void ImGui::EndMenu() // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } EndPopup(); } @@ -7007,7 +7033,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut bool pressed; PushID(label); if (!enabled) - BeginDisabled(true); + BeginDisabled(); const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) @@ -7016,10 +7042,11 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable("", selected, flags, ImVec2(w, 0.0f)); PopStyleVar(); - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + RenderText(text_pos, label); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else @@ -7914,9 +7941,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); return false; } @@ -7994,9 +8019,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); if (is_tab_button) return false; return tab_contents_visible; @@ -8153,6 +8176,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, TabBarCloseTab(tab_bar, tab); } + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Restore main window position so user can draw there if (want_clip_rect) PopClipRect(); diff --git a/imgui/misc/freetype/imgui_freetype.cpp b/imgui/misc/freetype/imgui_freetype.cpp index 06eb1758..a8ec51b3 100644 --- a/imgui/misc/freetype/imgui_freetype.cpp +++ b/imgui/misc/freetype/imgui_freetype.cpp @@ -6,6 +6,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). diff --git a/profiler/src/imgui_impl_glfw.cpp b/profiler/src/imgui_impl_glfw.cpp index 2cfbbf7e..5d7a915b 100644 --- a/profiler/src/imgui_impl_glfw.cpp +++ b/profiler/src/imgui_impl_glfw.cpp @@ -351,8 +351,9 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfw_Shutdown() { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_ShutdownPlatformInterface(); @@ -913,6 +914,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; diff --git a/profiler/src/imgui_impl_opengl3.cpp b/profiler/src/imgui_impl_opengl3.cpp index 1b814115..19d79b23 100644 --- a/profiler/src/imgui_impl_opengl3.cpp +++ b/profiler/src/imgui_impl_opengl3.cpp @@ -16,6 +16,7 @@ // 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. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 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). // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. @@ -106,6 +107,9 @@ #include #endif #elif defined(IMGUI_IMPL_OPENGL_ES3) +#if defined(__APPLE__) +#include +#endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else @@ -275,8 +279,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_ShutdownPlatformInterface(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); @@ -449,26 +454,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) else { // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x < clip_min.x || clip_max.y < clip_min.y) + continue; - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (bd->GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); - else + if (bd->GlVersion >= 320) + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + else #endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); - } + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } @@ -636,7 +637,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; const GLchar* vertex_shader_glsl_300_es = - "precision mediump float;\n" + "precision highp float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" diff --git a/profiler/src/imgui_impl_opengl3.h b/profiler/src/imgui_impl_opengl3.h index d8de7d67..84d9135b 100644 --- a/profiler/src/imgui_impl_opengl3.h +++ b/profiler/src/imgui_impl_opengl3.h @@ -43,7 +43,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); // Try to detect GLES on matching platforms #if defined(__APPLE__) -#include "TargetConditionals.h" +#include #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"