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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp # docs/CHANGELOG.txt # imgui.cpp
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commit
f9571ce4d3
14 changed files with 233 additions and 170 deletions
65
imgui.cpp
65
imgui.cpp
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@ -3767,6 +3767,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
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case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
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case ImGuiCol_TreeLines: return "TreeLines";
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case ImGuiCol_DragDropTarget: return "DragDropTarget";
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case ImGuiCol_UnsavedMarker: return "UnsavedMarker";
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case ImGuiCol_NavCursor: return "NavCursor";
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case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
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case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
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@ -7551,7 +7552,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
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if (marker_pos.x > layout_r.Min.x)
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{
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RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
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RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker));
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clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
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}
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}
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@ -7572,7 +7573,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
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}
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if (parent_window && (flags & ImGuiWindowFlags_Popup))
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window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
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if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
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if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip))) // FIXME: simply use _NoTitleBar ?
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window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
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while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
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{
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@ -7717,7 +7718,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
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ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
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ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
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ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow;
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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// We allow window memory to be compacted so recreate the base stack when needed.
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@ -9997,7 +9998,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
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routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
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routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
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routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
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routing_entry->RoutingNextScore = 255;
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routing_entry->RoutingNextScore = 0;
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if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
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continue;
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rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
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@ -10066,23 +10067,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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return routing_data;
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}
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// Current score encoding (lower is highest priority):
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// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
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// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
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// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
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// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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// - 254: ImGuiInputFlags_RouteGlobal
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// - 255: never route
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// Current score encoding
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// - 0: Never route
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// - 1: ImGuiInputFlags_RouteGlobal (lower priority)
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// - 100..199: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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// 200: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
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// 300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active)
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// 400: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
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// - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority)
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// 'flags' should include an explicit routing policy
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static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
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{
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ImGuiContext& g = *GImGui;
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if (flags & ImGuiInputFlags_RouteFocused)
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{
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// ActiveID gets top priority
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// ActiveID gets high priority
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// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
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if (owner_id != 0 && g.ActiveId == owner_id)
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return 1;
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return 300;
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// Score based on distance to focused window (lower is better)
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// Assuming both windows are submitting a routing request,
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@ -10092,25 +10094,32 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
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// This essentially follow the window->ParentWindowForFocusRoute chain.
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if (focus_scope_id == 0)
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return 255;
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return 0;
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for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
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if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
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return 3 + index_in_focus_path;
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return 255;
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{
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if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id)
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return 599 - index_in_focus_path;
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else
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return 199 - index_in_focus_path;
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}
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return 0;
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}
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else if (flags & ImGuiInputFlags_RouteActive)
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{
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if (owner_id != 0 && g.ActiveId == owner_id)
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return 1;
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return 255;
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return 300;
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return 0;
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}
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else if (flags & ImGuiInputFlags_RouteGlobal)
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{
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if (flags & ImGuiInputFlags_RouteOverActive)
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return 0;
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return 400;
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if (owner_id != 0 && g.ActiveId == owner_id)
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return 300;
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if (flags & ImGuiInputFlags_RouteOverFocused)
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return 2;
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return 254;
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return 200;
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return 1;
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}
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IM_ASSERT(0);
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return 0;
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@ -10150,8 +10159,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
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else
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
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if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
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if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused))
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IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
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if (flags & ImGuiInputFlags_RouteOverActive)
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IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused));
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// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
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key_chord = FixupKeyChord(key_chord);
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@ -10206,17 +10217,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
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const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
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IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
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if (score == 255)
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if (score == 0)
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return false;
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// Submit routing for NEXT frame (assuming score is sufficient)
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// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
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// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >).
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
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//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
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if (score < routing_data->RoutingNextScore)
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//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore);
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if (score > routing_data->RoutingNextScore)
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{
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routing_data->RoutingNext = owner_id;
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routing_data->RoutingNextScore = (ImU8)score;
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routing_data->RoutingNextScore = (ImU16)score;
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}
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// Return routing state for CURRENT frame
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