update Dear ImGui to 1.90.8
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parent
3aecf2f065
commit
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8 changed files with 385 additions and 265 deletions
132
extern/imgui_patched/imgui_widgets.cpp
vendored
132
extern/imgui_patched/imgui_widgets.cpp
vendored
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@ -1,4 +1,4 @@
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// dear imgui, v1.90.7
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// dear imgui, v1.90.8
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// (widgets code)
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/*
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@ -671,7 +671,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Default only reacts to left mouse button
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if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
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flags |= ImGuiButtonFlags_MouseButtonDefault_;
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flags |= ImGuiButtonFlags_MouseButtonLeft;
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// Default behavior requires click + release inside bounding box
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if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
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@ -1110,10 +1110,10 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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if (!window->ScrollbarX)
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rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
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}
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float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
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float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
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float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
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ImS64 scroll = (ImS64)window->Scroll[axis];
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ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);
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ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
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window->Scroll[axis] = (float)scroll;
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}
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@ -1123,7 +1123,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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// Still, the code should probably be made simpler..
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -1153,9 +1153,9 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
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IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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@ -1164,7 +1164,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);
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const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v);
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float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
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if (held && allow_interaction && grab_h_norm < 1.0f)
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@ -1175,29 +1175,39 @@ 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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bool seek_absolute = false;
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const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0;
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if (g.ActiveIdIsJustActivated)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = 0.0f;
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else
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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g.ScrollbarSeekMode = (short)held_dir;
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g.ScrollbarClickDeltaToGrabCenter = (g.ScrollbarSeekMode == 0.0f) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f;
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}
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// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
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if (g.ScrollbarSeekMode == 0)
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{
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// Absolute seeking
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
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}
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else
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{
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// Page by page
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if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode)
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{
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float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f;
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*p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max);
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}
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}
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// Update values for rendering
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scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seek'ed and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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//if (seek_absolute)
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// g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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}
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// Render
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@ -2137,28 +2147,30 @@ bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(vo
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return false;
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// Display items
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// FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
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bool value_changed = false;
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for (int i = 0; i < items_count; i++)
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{
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const char* item_text = getter(user_data, i);
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if (item_text == NULL)
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item_text = "*Unknown item*";
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PushID(i);
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const bool item_selected = (i == *current_item);
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if (Selectable(item_text, item_selected) && *current_item != i)
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ImGuiListClipper clipper;
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clipper.Begin(items_count);
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clipper.IncludeItemByIndex(*current_item);
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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value_changed = true;
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*current_item = i;
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const char* item_text = getter(user_data, i);
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if (item_text == NULL)
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item_text = "*Unknown item*";
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PushID(i);
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const bool item_selected = (i == *current_item);
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if (Selectable(item_text, item_selected) && *current_item != i)
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{
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value_changed = true;
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*current_item = i;
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}
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if (item_selected)
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SetItemDefaultFocus();
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PopID();
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}
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if (item_selected)
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SetItemDefaultFocus();
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PopID();
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}
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EndCombo();
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if (value_changed)
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MarkItemEdited(g.LastItemData.ID);
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@ -2324,17 +2336,24 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const
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// User can input math operators (e.g. +100) to edit a numerical values.
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// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
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bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)
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bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty)
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{
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// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
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const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
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ImGuiDataTypeStorage data_backup;
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memcpy(&data_backup, p_data, type_info->Size);
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while (ImCharIsBlankA(*buf))
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buf++;
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if (!buf[0])
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{
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if (p_data_when_empty != NULL)
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{
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memcpy(p_data, p_data_when_empty, type_info->Size);
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return memcmp(&data_backup, p_data, type_info->Size) != 0;
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}
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return false;
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// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
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const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
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ImGuiDataTypeTempStorage data_backup;
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memcpy(&data_backup, p_data, type_info->Size);
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}
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// Sanitize format
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// - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
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@ -3673,11 +3692,11 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
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{
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// Backup old value
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size_t data_type_size = type_info->Size;
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ImGuiDataTypeTempStorage data_backup;
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ImGuiDataTypeStorage data_backup;
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memcpy(&data_backup, p_data, data_type_size);
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// Apply new value (or operations) then clamp
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DataTypeApplyFromText(data_buf, data_type, p_data, format);
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DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL);
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if (p_clamp_min || p_clamp_max)
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{
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if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
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@ -3693,6 +3712,13 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
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return value_changed;
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}
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void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data)
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{
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ImGuiContext& g = *GImGui;
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g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasRefVal;
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memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size);
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}
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// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.
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// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
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bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
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@ -3707,8 +3733,13 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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if (format == NULL)
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format = DataTypeGetInfo(data_type)->PrintFmt;
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void* p_data_default = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue;
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char buf[64];
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DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
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if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0)
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buf[0] = 0;
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else
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DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
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flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
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flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
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@ -3717,7 +3748,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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if (p_step == NULL)
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{
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if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
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}
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else
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{
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@ -3727,7 +3758,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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PushID(label);
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SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
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if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
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IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
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// Step buttons
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@ -6948,7 +6979,7 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
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return;
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g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;
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g.NextItemData.OpenVal = is_open;
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g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;
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g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
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}
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// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
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@ -7481,6 +7512,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(
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bool value_changed = false;
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ImGuiListClipper clipper;
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clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
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clipper.IncludeItemByIndex(*current_item);
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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@ -8003,7 +8035,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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// Menu inside an horizontal menu bar
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// Selectable extend their highlight by half ItemSpacing in each direction.
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
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popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
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window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
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float w = label_size.x;
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@ -8790,7 +8822,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa
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ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
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{
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if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
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if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
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return NULL;
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return &tab_bar->Tabs[tab_bar->LastTabItemIdx];
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}
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