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mirror of https://github.com/ocornut/imgui.git synced 2024-11-27 17:10:57 +01:00

Misc merge/small stuff from docking to reduce drift.

Among other things:
- merged cfd23957 (#7940, #7823), also see ac64b6563 (#6716): moved above on 2023/08/14 in both branches.
- moving the RenderDimmedBackgrounds() call, from f422e782, see 676497fe intently undoing ac64b65 -> confusing. (#6716)
This commit is contained in:
ocornut 2024-09-03 20:55:00 +02:00
parent 30dcdcbe73
commit a93f7db875
5 changed files with 46 additions and 38 deletions

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@ -105,14 +105,11 @@ Other changes:
since GLFW own tests are doing that and it seems unnecessary. since GLFW own tests are doing that and it seems unnecessary.
- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
instead of ImGuiIO. instead of ImGuiIO.
- Examples: - Examples:
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
- Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.91.0 (Released 2024-07-30) VERSION 1.91.0 (Released 2024-07-30)
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -1380,12 +1380,6 @@ ImGuiIO::ImGuiIO()
FontAllowUserScaling = false; FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f); DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
MouseDragThreshold = 6.0f;
KeyRepeatDelay = 0.275f;
KeyRepeatRate = 0.050f;
// Miscellaneous options // Miscellaneous options
MouseDrawCursor = false; MouseDrawCursor = false;
#ifdef __APPLE__ #ifdef __APPLE__
@ -1404,6 +1398,13 @@ ImGuiIO::ImGuiIO()
ConfigDebugBeginReturnValueOnce = false; ConfigDebugBeginReturnValueOnce = false;
ConfigDebugBeginReturnValueLoop = false; ConfigDebugBeginReturnValueLoop = false;
// Inputs Behaviors
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
MouseDragThreshold = 6.0f;
KeyRepeatDelay = 0.275f;
KeyRepeatRate = 0.050f;
// Platform Functions // Platform Functions
// Note: Initialize() will setup default clipboard/ime handlers. // Note: Initialize() will setup default clipboard/ime handlers.
BackendPlatformName = BackendRendererName = NULL; BackendPlatformName = BackendRendererName = NULL;
@ -4229,8 +4230,9 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
// Test if another item is active (e.g. being dragged) // Test if another item is active (e.g. being dragged)
const ImGuiID id = g.LastItemData.ID; const ImGuiID id = g.LastItemData.ID;
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
return false; if (g.ActiveId != window->MoveId)
return false;
// Test if interactions on this window are blocked by an active popup or modal. // Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
@ -4242,7 +4244,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false; return false;
// Special handling for calling after Begin() which represent the title bar or tab. // Special handling for calling after Begin() which represent the title bar or tab.
// When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
// will never be overwritten so we need to detect the case.
if (id == window->MoveId && window->WriteAccessed) if (id == window->MoveId && window->WriteAccessed)
return false; return false;
@ -4640,9 +4643,10 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
StartMouseMovingWindow(g.HoveredWindow); //-V595 StartMouseMovingWindow(g.HoveredWindow); //-V595
// Cancel moving if clicked outside of title bar // Cancel moving if clicked outside of title bar
if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
g.MovingWindow = NULL; if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
// Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
if (g.HoveredIdIsDisabled) if (g.HoveredIdIsDisabled)
@ -5200,7 +5204,7 @@ static void ImGui::RenderDimmedBackgrounds()
} }
else if (dim_bg_for_window_list) else if (dim_bg_for_window_list)
{ {
// Draw dimming behind CTRL+Tab target window // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
// Draw border around CTRL+Tab target window // Draw border around CTRL+Tab target window
@ -5325,9 +5329,6 @@ void ImGui::Render()
g.IO.MetricsRenderWindows = 0; g.IO.MetricsRenderWindows = 0;
CallContextHooks(&g, ImGuiContextHookType_RenderPre); CallContextHooks(&g, ImGuiContextHookType_RenderPre);
// Draw modal/window whitening backgrounds
RenderDimmedBackgrounds();
// Add background ImDrawList (for each active viewport) // Add background ImDrawList (for each active viewport)
for (ImGuiViewportP* viewport : g.Viewports) for (ImGuiViewportP* viewport : g.Viewports)
{ {
@ -5336,6 +5337,9 @@ void ImGui::Render()
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
} }
// Draw modal/window whitening backgrounds
RenderDimmedBackgrounds();
// Add ImDrawList to render // Add ImDrawList to render
ImGuiWindow* windows_to_render_top_most[2]; ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
@ -14335,10 +14339,11 @@ static void ImGui::UpdateViewportsNewFrame()
for (ImGuiViewportP* viewport : g.Viewports) for (ImGuiViewportP* viewport : g.Viewports)
{ {
// Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. // Lock down space taken by menu bars and status bars
viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
viewport->UpdateWorkRect(); viewport->UpdateWorkRect();
} }
} }
@ -15762,9 +15767,9 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
if (open) if (open)
{ {
ImGuiWindowFlags flags = viewport->Flags; ImGuiWindowFlags flags = viewport->Flags;
BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y);
BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",

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@ -3447,7 +3447,7 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_None = 0, ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
}; };
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
@ -3487,7 +3487,7 @@ struct ImGuiPlatformIO
IMGUI_API ImGuiPlatformIO(); IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------ //------------------------------------------------------------------
// Inputs - Interface with OS/backends // Input - Interface with OS/backends
//------------------------------------------------------------------ //------------------------------------------------------------------
// Optional: Access OS clipboard // Optional: Access OS clipboard

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@ -94,6 +94,7 @@ Index of this file:
#pragma GCC diagnostic push #pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif #endif
// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h // In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h
@ -1806,23 +1807,28 @@ struct ImGuiViewportP : public ImGuiViewport
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP; ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). // Per-viewport work area
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. // - Insets are >= 0.0f values, distance from viewport corners to work area.
ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents.
// - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect().
ImVec2 WorkInsetMax; // "
ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
ImVec2 BuildWorkInsetMax; // "
ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); }
void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields
// Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -2612,7 +2618,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 WindowPadding; // Window padding at the time of Begin(). ImVec2 WindowPadding; // Window padding at the time of Begin().
float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
float WindowBorderSize; // Window border size at the time of Begin(). float WindowBorderSize; // Window border size at the time of Begin().
float TitleBarHeight, MenuBarHeight; float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight.
float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).

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@ -8557,9 +8557,9 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
// Report our size into work area (for next frame) using actual window size // Report our size into work area (for next frame) using actual window size
if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
viewport->BuildWorkOffsetMin[axis] += axis_size; viewport->BuildWorkInsetMin[axis] += axis_size;
else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
viewport->BuildWorkOffsetMax[axis] -= axis_size; viewport->BuildWorkInsetMax[axis] += axis_size;
} }
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;