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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut 2025-03-30 16:42:28 +02:00
commit df5690d91a
24 changed files with 121 additions and 88 deletions

View file

@ -485,7 +485,7 @@ CODE
- 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
- drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
- 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
- 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
- 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
- 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
@ -678,7 +678,7 @@ CODE
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
@ -887,7 +887,7 @@ CODE
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
- 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
@ -1787,7 +1787,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
{
// Order of both statements matterns: this event will still release mouse button 1
// Order of both statements matters: this event will still release mouse button 1
mouse_button = 1;
if (!down)
MouseCtrlLeftAsRightClick = false;
@ -3705,7 +3705,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
// better advantage of the render function taking size into account for coarse clipping.
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
@ -4094,9 +4094,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
ConfigNavWindowingWithGamepad = true;
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingInputSource = ImGuiInputSource_None;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavWindowingToggleKey = ImGuiKey_None;
@ -5236,7 +5238,7 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ImGui::UpdateHoveredWindowAndCaptureFlags()
void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
@ -5250,7 +5252,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
bool clear_hovered_windows = false;
FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
g.HoveredWindowBeforeClear = g.HoveredWindow;
@ -5532,7 +5534,7 @@ void ImGui::NewFrame()
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
// (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
UpdateHoveredWindowAndCaptureFlags();
UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMouseMovingWindowNewFrame();
@ -5726,7 +5728,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
@ -5969,7 +5971,7 @@ void ImGui::EndFrame()
}
// Prepare the data for rendering so you can call GetDrawData()
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
void ImGui::Render()
{
@ -8433,7 +8435,7 @@ void ImGui::SetCurrentFont(ImFont* font)
g.DrawListSharedData.FontScale = g.FontScale;
}
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
// - Some code paths never really fully worked with multiple atlas textures.
@ -8807,8 +8809,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co
return;
window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
// Set
window->Collapsed = collapsed;
// Queue applying in Begin()
if (window->WantCollapseToggle)
window->Collapsed ^= 1;
window->WantCollapseToggle = (window->Collapsed != collapsed);
}
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
@ -10494,12 +10498,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
break;
if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
{
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true;
}
key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true;
}
else if (e->Type == ImGuiInputEventType_Text)
{
@ -12021,7 +12029,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
// - offset visibility to increase visibility around mouse.
// - never clamp within outer viewport boundary.
// We call SetNextWindowPos() to enforce position and disable clamping.
// See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
// See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
@ -14477,17 +14485,18 @@ static void ImGui::NavUpdateWindowing()
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
bool just_started_windowing_from_null_focus = false;
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
if (g.NavWindow == NULL)
just_started_windowing_from_null_focus = true;
@ -14497,18 +14506,22 @@ static void ImGui::NavUpdateWindowing()
}
// Gamepad update
g.NavWindowingTimer += io.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad)
{
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
if (g.NavWindowingTarget != NULL)
{
NavUpdateWindowingTarget(focus_change_dir);
g.NavWindowingHighlightAlpha = 1.0f;
// Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise
// However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast.
g.NavWindowingTimer += io.DeltaTime;
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
{
NavUpdateWindowingTarget(focus_change_dir);
g.NavWindowingHighlightAlpha = 1.0f;
}
}
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
@ -14520,15 +14533,17 @@ static void ImGui::NavUpdateWindowing()
else if (!g.NavWindowingToggleLayer)
apply_focus_window = g.NavWindowingTarget;
g.NavWindowingTarget = NULL;
g.NavWindowingToggleLayer = false;
}
}
// Keyboard: Focus
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
g.NavWindowingTimer += io.DeltaTime;
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus)
NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1);
@ -14546,10 +14561,10 @@ static void ImGui::NavUpdateWindowing()
windowing_toggle_layer_start = true;
g.NavWindowingToggleLayer = true;
g.NavWindowingToggleKey = windowing_toggle_key;
g.NavInputSource = ImGuiInputSource_Keyboard;
g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard;
break;
}
if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)