This PR updates the nativefiledialog submodule and uses its new feature
to set the ImHex main window as the parent of the dialog window. This
ensures that the dialog stays on top of the main window. This is
currently supported by NFDe on Windows, macOS, and Linux/X11.
Linux/Wayland behaves as it did previously due to limitations in NFDe.
Note that macOS file dialogs have already been parented properly as NFDe
previously used the key window (the window currently receiving keyboard
events) on macOS. However, it's probably better to do the correct thing
and pass the main window to NFDe even on macOS.
### Problem description
The file dialog go behind the main window if the main window is clicked
while the file dialog is open.
### Implementation description
Update nativefiledialog and pass the `GLFWwindow*` of the main window to
the library function.
### Screenshots
Before:
https://github.com/WerWolv/ImHex/assets/6948096/589c3401-702a-4b0a-99ed-02d3e4d9080e
After:
https://github.com/WerWolv/ImHex/assets/6948096/8fef4900-eedc-48d5-8a4e-7bd81e37e3c0
### Additional things
I have tested this on Windows and Linux/X11, but did not test this on
macOS. It would be ideal if someone can help with this. (But as far as
NFDe is concerned, macOS `NSWindow*` handles have been tested (with
SDL2) and works.)
Co-authored-by: Nik <werwolv98@gmail.com>
### Problem description
The default result export functionality of the Find tool is limited to
only exporting data in a nonstandard text format. This PR adds support
for exporting the results in CSV, TSV or JSON format. The PR also
removes the old format.
### Implementation description
I added the classes `ExportFormatter`, `ExportFormatterCsv`,
`ExportFormatterTsv` and `ExportFormatterJson`, with similar
implementations to the pattern data exporters.
~~I also moved the `ViewFind::Occurrence` class into
`hex/helpers/types.hh`, so the exporters can access it.~~
### Screenshots
![image](https://github.com/WerWolv/ImHex/assets/45818400/c7a1016b-6494-416d-a963-86484952837c)
### Additional things
Another small change I made is moving the "{} entries found" line on the
same line as the Search and Reset buttons. I think it looks cleaner this
way, but if anyone disagrees, I can revert it.
---------
Co-authored-by: WerWolv <werwolv98@gmail.com>
### Problem description
At least on Windows (I have tested), it fails to save a layout on the
non-portable version of ImHex (unless we have an administrator
privilege).
The log (after an attempt to save a layout as "sample") will look like:
| Component | Message |
| --------- | ------- |
| `libimhex` | `Failed to save layout 'sample'. No writable path found`
|
But the underlying problem is platform-agnostic. It can be also a
problem on other platforms in other ways.
### Implementation description
The layout manager incorrectly queried whether the empty path
(effectively the current working directory) is writable before saving
the layout (not each "layouts" directories it queried earlier).
This is the snippet of the root cause.
```cxx
std::fs::path layoutPath;
for (const auto &path : hex::fs::getDefaultPaths(fs::ImHexPath::Layouts)) {
if (!hex::fs::isPathWritable(layoutPath))
continue;
layoutPath = path / fileName;
}
```
Look at the argument we are passing to `isPathWritable`. `layoutPath` is
a default (empty) `std::fs::path` object and will not be updated until
the directory describing itself is confirmed to be writable.
That caused a problem on non-portable version of Windows because:
1. The current working directory is usually the one of the executable
(`imhex-gui.exe`) and
2. That directory (`C:\Program Files\ImHex` by default) is usually not
writable unless ImHex is executed with an Administrator privilege.
The argument to `isPathWritable` should be `path` (containing one of the
`layouts` directories) and this PR fixes so that.
### Screenshots
### Additional things
This issue is hard to notice when developing because, to reproduce this
bug, the current working directory MUST NOT BE writable (usually
writable when we develop, even when we are working on the non-portable
Windows builds).
### Problem description
#### Problem 1
In borderless mode ImHex disables the standard macOS titlebar rendering
and input processing. As a result double clicking the titlebar does not
trigger the native macOS behavior set in `System Settings -> Desktop &
Dock -> Double-click a window's title bar to [Zoom/Minimize/Do
nothing]`.
#### Problem 2
The ImHex window shows up as blank/transparent when de-minimizing it
from the dock.
#### Problem 3
Widgets experience ghost hover inputs from the past position of the
cursor during live resizing.
### Implementation description
ImGui elements consume input events in the order they are drawn. As a
result by "drawing" an `InvisibleButton` over the content area of the
titlebar we can catch unprocessed clicks in the titlebar area.
Connecting this button's double clicks to the native window is then a
trivial endeavour.
The blank windows was caused by the rendering stack clearing the GL
buffer, but proceeding to draw nothing in it. I have short circuited
this path.
Ghost hover inputs were squelched by consistently moving the ImGui
cursor to `0, 0` during a live resize. The OS will dispatch a cursor
positioning event once the resizing ends, restoring normal behavior.
### Screenshots
N/A
### Additional things
N/A
---------
Co-authored-by: Nik <werwolv98@gmail.com>
### Problem description
https://gitlab.freedesktop.org/mesa/mesa/-/issues/11135
It turns out LLVMpipe only supports 4x multisampling. Checking
GL_MAX_SAMPLES seems like the right thing to do.
### Implementation description
~~Right now, I only check GL_MAX_SAMPLES. Depending on the format, we
might need to check GL_MAX_INTEGER_SAMPLES. I don't know how likely it
is that you might want to use a different format in the future,
glGetInternalformativ might be a safer option to retrieve the max number
of samples we can use.~~
Ended up implementing it with glGetInternalformativ.
### Additional things
I guess I could merge the ```if```s at lines 95, 99 and 103 in
imgui_imhex_extensions.cpp while we're at it.
---------
Co-authored-by: Nik <werwolv98@gmail.com>