dep/imgui: Update to v1.90.4
This commit is contained in:
@ -1,4 +1,4 @@
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// dear imgui, v1.90.1
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// dear imgui, v1.90.4
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// (widgets code)
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/*
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@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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// Frame N + RepeatDelay + RepeatRate*N true true - true
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//-------------------------------------------------------------------------------------------------------------------------------------------------
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// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
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// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
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// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
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bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -597,9 +600,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.NavDisableHighlight = true;
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}
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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// Gamepad/Keyboard handling
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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if (g.NavActivateDownId == id)
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@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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pressed = true;
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SetActiveID(id, window);
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
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SetFocusID(id, window);
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if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
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g.ActiveIdFromShortcut = true;
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}
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}
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@ -666,13 +671,19 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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// When activated using Nav, we hold on the ActiveID until activation button is released
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if (g.NavActivateDownId != id)
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if (g.NavActivateDownId == id)
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held = true; // hovered == true not true as we are already likely hovered on direct activation.
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else
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ClearActiveID();
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}
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if (pressed)
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g.ActiveIdHasBeenPressedBefore = true;
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}
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// Activation highlight (this may be a remote activation)
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if (g.NavHighlightActivatedId == id)
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hovered = true;
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if (out_hovered) *out_hovered = hovered;
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if (out_held) *out_held = held;
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@ -966,7 +977,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (g.ActiveIdIsJustActivated)
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@ -1774,7 +1784,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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// This is essentially a specialized version of BeginPopupEx()
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char name[16];
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
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// Set position given a custom constraint (peak into expected window size so we can position it)
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// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
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@ -1801,12 +1811,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
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return false;
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}
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g.BeginComboDepth++;
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return true;
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}
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void ImGui::EndCombo()
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{
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ImGuiContext& g = *GImGui;
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EndPopup();
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g.BeginComboDepth--;
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}
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// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
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@ -1982,7 +1995,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*
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// - DataTypeGetInfo()
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// - DataTypeFormatString()
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// - DataTypeApplyOp()
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// - DataTypeApplyOpFromText()
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// - DataTypeApplyFromText()
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// - DataTypeCompare()
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// - DataTypeClamp()
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// - GetMinimumStepAtDecimalPrecision
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@ -4175,27 +4188,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
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const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
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const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state.
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const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
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const bool init_state = (init_make_active || user_scroll_active);
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if ((init_state && g.ActiveId != id) || init_changed_specs)
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if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
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{
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// Access state even if we don't own it yet.
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state = &g.InputTextState;
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state->CursorAnimReset();
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state->ReloadUserBuf = false;
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// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
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InputTextDeactivateHook(state->ID);
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// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
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// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
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// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
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const int buf_len = (int)strlen(buf);
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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if (!init_reload_from_user_buf)
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{
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// Take a copy of the initial buffer value.
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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}
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate?
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bool recycle_state = (state->ID == id && !init_changed_specs);
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// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
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bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
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if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))
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recycle_state = false;
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@ -4220,7 +4238,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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stb_textedit_initialize_state(&state->Stb, !is_multiline);
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}
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if (!is_multiline)
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if (init_reload_from_user_buf)
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{
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state->Stb.select_start = state->ReloadSelectionStart;
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state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd;
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state->CursorClamp();
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}
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else if (!is_multiline)
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{
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if (flags & ImGuiInputTextFlags_AutoSelectAll)
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select_all = true;
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@ -4250,6 +4274,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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SetKeyOwner(ImGuiKey_Enter, id);
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SetKeyOwner(ImGuiKey_KeypadEnter, id);
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SetKeyOwner(ImGuiKey_Home, id);
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SetKeyOwner(ImGuiKey_End, id);
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if (is_multiline)
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@ -4259,8 +4285,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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if (is_osx)
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SetKeyOwner(ImGuiMod_Alt, id);
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if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
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SetShortcutRouting(ImGuiKey_Tab, id);
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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@ -4389,11 +4413,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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}
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// FIXME: Implement Shift+Tab
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/*
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if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
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{
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}
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*/
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}
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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@ -6308,7 +6341,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Render
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const ImU32 text_col = GetColorU32(ImGuiCol_Text);
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact;
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if (display_frame)
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{
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// Framed type
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@ -6611,7 +6644,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
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}
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if (g.NavId == id)
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
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if (span_all_columns)
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{
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@ -7491,6 +7524,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopItemFlag();
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bool want_open = false;
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bool want_open_nav_init = false;
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bool want_close = false;
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if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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{
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@ -7533,8 +7567,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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want_open = true;
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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want_open = want_open_nav_init = true;
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NavMoveRequestCancel();
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NavRestoreHighlightAfterMove();
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}
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}
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else
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@ -7566,13 +7601,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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{
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// Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
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// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
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OpenPopup(label);
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}
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else if (want_open)
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{
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menu_is_open = true;
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OpenPopup(label);
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OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
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}
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if (menu_is_open)
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@ -7584,6 +7619,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopStyleVar();
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if (menu_is_open)
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{
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// Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
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// Perform an init request in the case the popup was already open (via a previous mouse hover)
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if (want_open && want_open_nav_init && !g.NavInitRequest)
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{
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FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
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NavInitWindow(g.CurrentWindow, false);
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}
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// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
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// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
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g.LastItemData = last_item_in_parent;
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