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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # imgui.h
This commit is contained in:
commit
72ebd91567
12 changed files with 183 additions and 73 deletions
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@ -1420,26 +1420,19 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
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else if (flags & ImGuiSeparatorFlags_Horizontal)
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{
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// Horizontal Separator
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float x1 = window->Pos.x;
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float x2 = window->Pos.x + window->Size.x;
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// FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator
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if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
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x1 += window->DC.Indent.x;
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// FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,
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// need to introduce a variant of WorkRect for that purpose. (#4787)
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if (ImGuiTable* table = g.CurrentTable)
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{
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x1 = table->Columns[table->CurrentColumn].MinX;
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x2 = table->Columns[table->CurrentColumn].MaxX;
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}
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float x1 = window->DC.CursorPos.x;
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float x2 = window->WorkRect.Max.x;
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// Preserve legacy behavior inside Columns()
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// Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
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// We currently don't need to provide the same feature for tables because tables naturally have border features.
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ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
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if (columns)
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{
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x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
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x2 = window->Pos.x + window->Size.x;
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PushColumnsBackground();
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}
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// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
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// FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
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@ -1473,7 +1466,11 @@ void ImGui::Separator()
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// Those flags should eventually be configurable by the user
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// FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.
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ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
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flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.
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// Only applies to legacy Columns() api as they relied on Separator() a lot.
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if (window->DC.CurrentColumns)
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flags |= ImGuiSeparatorFlags_SpanAllColumns;
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SeparatorEx(flags, 1.0f);
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}
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@ -6171,10 +6168,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// We vertically grow up to current line height up the typical widget height.
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const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
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const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
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ImRect frame_bb;
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frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
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frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
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frame_bb.Min.y = window->DC.CursorPos.y;
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frame_bb.Max.x = window->WorkRect.Max.x;
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frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
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frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
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if (display_frame)
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{
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@ -6184,23 +6182,38 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
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}
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser
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const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing
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ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
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ItemSize(ImVec2(text_width, frame_height), padding.y);
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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ImRect interact_bb = frame_bb;
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if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
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if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
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interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
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// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
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const float backup_clip_rect_min_x = window->ClipRect.Min.x;
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const float backup_clip_rect_max_x = window->ClipRect.Max.x;
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if (span_all_columns)
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{
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window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
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window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
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}
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// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
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bool is_open = TreeNodeUpdateNextOpen(id, flags);
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bool item_add = ItemAdd(interact_bb, id);
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
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g.LastItemData.DisplayRect = frame_bb;
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if (span_all_columns)
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{
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window->ClipRect.Min.x = backup_clip_rect_min_x;
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window->ClipRect.Max.x = backup_clip_rect_max_x;
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}
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// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
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// Store data for the current depth to allow returning to this node from any child item.
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// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
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@ -6226,6 +6239,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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return is_open;
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}
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if (span_all_columns)
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TablePushBackgroundChannel();
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ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
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button_flags |= ImGuiButtonFlags_AllowOverlap;
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@ -6326,7 +6342,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (g.LogEnabled)
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LogSetNextTextDecoration("###", "###");
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RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
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}
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else
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{
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@ -6343,9 +6358,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
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if (g.LogEnabled)
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LogSetNextTextDecoration(">", NULL);
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RenderText(text_pos, label, label_end, false);
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}
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if (span_all_columns)
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TablePopBackgroundChannel();
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// Label
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if (display_frame)
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RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
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else
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RenderText(text_pos, label, label_end, false);
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if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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TreePushOverrideID(id);
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
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@ -6521,7 +6544,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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}
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//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
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// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..
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// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
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const float backup_clip_rect_min_x = window->ClipRect.Min.x;
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const float backup_clip_rect_max_x = window->ClipRect.Max.x;
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if (span_all_columns)
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