mirror of
https://github.com/ocornut/imgui.git
synced 2025-01-19 01:34:08 +01:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp
This commit is contained in:
commit
eb42e164dd
2
.github/workflows/build.yml
vendored
2
.github/workflows/build.yml
vendored
@ -494,7 +494,7 @@ jobs:
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten_wgpu
|
||||
make -C examples/example_emscripten_wgpu -f Makefile.emscripten
|
||||
|
||||
Android:
|
||||
runs-on: ubuntu-22.04
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||||
|
@ -47,7 +47,12 @@
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
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#define NOMINMAX
|
||||
#include <vulkan/vulkan.h>
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#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
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|
@ -18,6 +18,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
|
||||
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
|
||||
// 2024-01-22: Fixed pipeline layout leak. (#7245)
|
||||
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
|
||||
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
|
||||
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
|
||||
@ -75,16 +78,17 @@ struct Uniforms
|
||||
|
||||
struct ImGui_ImplWGPU_Data
|
||||
{
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
ImGui_ImplWGPU_InitInfo initInfo;
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@ -182,6 +186,12 @@ static void SafeRelease(WGPUBuffer& res)
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||||
wgpuBufferRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUPipelineLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuPipelineLayoutRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPURenderPipeline& res)
|
||||
{
|
||||
if (res)
|
||||
@ -568,9 +578,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = 1;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
|
||||
|
||||
// Bind group layouts
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||||
@ -693,6 +701,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
SafeRelease(graphics_pipeline_desc.layout);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
@ -714,7 +723,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
|
||||
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
@ -725,11 +734,12 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->wgpuDevice = device;
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
bd->renderTargetFormat = rt_format;
|
||||
bd->depthStencilFormat = depth_format;
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
||||
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
@ -742,8 +752,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
for (int i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
|
@ -22,7 +22,24 @@
|
||||
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
|
||||
// Initialization data, for ImGui_ImplWGPU_Init()
|
||||
struct ImGui_ImplWGPU_InitInfo
|
||||
{
|
||||
WGPUDevice Device;
|
||||
int NumFramesInFlight = 3;
|
||||
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUMultisampleState PipelineMultisampleState = {};
|
||||
|
||||
ImGui_ImplWGPU_InitInfo()
|
||||
{
|
||||
PipelineMultisampleState.count = 1;
|
||||
PipelineMultisampleState.mask = -1u;
|
||||
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||
}
|
||||
};
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||
|
@ -43,6 +43,8 @@ Breaking changes:
|
||||
|
||||
- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
|
||||
to 'void* ImGuiViewport::PlatformHandleRaw'.
|
||||
- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure
|
||||
instead of variety of parameters, allowing for easier further changes. (#7240)
|
||||
|
||||
Other changes:
|
||||
|
||||
@ -51,14 +53,17 @@ Other changes:
|
||||
the hover highlight to stay even while another item is activated.
|
||||
- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
|
||||
regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
|
||||
- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
|
||||
- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
|
||||
- Debug Tools: Debug Log: Added "Input Routing" logging.
|
||||
- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by
|
||||
allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois]
|
||||
- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
|
||||
- Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238)
|
||||
- Backends: WebGPU: Added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240)
|
||||
- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn
|
||||
update stopped setting default values. (#7232) [@GrigoryGraborenko]
|
||||
- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
|
@ -139,6 +139,8 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Gallery
|
||||
|
||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
@ -6,7 +6,7 @@
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
|
@ -11,13 +11,20 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
@ -27,15 +34,32 @@ static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// Forward declarations
|
||||
static void MainLoopStep(void* window);
|
||||
static bool InitWGPU();
|
||||
static void print_glfw_error(int error, const char* description);
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
|
||||
static void CreateSwapChain(int width, int height);
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
{
|
||||
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
||||
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
||||
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
||||
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
||||
default: error_type_lbl = "Unknown";
|
||||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(print_glfw_error);
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
@ -43,11 +67,8 @@ int main(int, char**)
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU())
|
||||
@ -66,18 +87,21 @@ int main(int, char**)
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_preferred_fmt;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
@ -99,10 +123,117 @@ int main(int, char**)
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// This function will directly return and exit the main function.
|
||||
// Make sure that no required objects get cleaned up.
|
||||
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
||||
emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!glfwWindowShouldClose(window))
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
CreateSwapChain(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -113,7 +244,7 @@ static bool InitWGPU()
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
@ -128,127 +259,22 @@ static bool InitWGPU()
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.Release();
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void MainLoopStep(void* window)
|
||||
static void CreateSwapChain(int width, int height)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
|
||||
// React to changes in screen size
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state
|
||||
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
|
||||
static void print_glfw_error(int error, const char* description)
|
||||
{
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
{
|
||||
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
||||
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
||||
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
||||
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
||||
default: error_type_lbl = "Unknown";
|
||||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
}
|
||||
|
@ -31,9 +31,9 @@
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
// Data
|
||||
@ -64,14 +64,14 @@ static void check_vk_result(VkResult err)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
@ -139,7 +139,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
@ -153,7 +153,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
check_vk_result(err);
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
@ -258,7 +258,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
@ -275,11 +275,11 @@ static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
|
@ -23,9 +23,9 @@
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
// Data
|
||||
@ -52,14 +52,14 @@ static void check_vk_result(VkResult err)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
@ -127,7 +127,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
@ -141,7 +141,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
check_vk_result(err);
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
@ -246,7 +246,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
@ -263,11 +263,11 @@ static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
|
90
imgui.cpp
90
imgui.cpp
@ -1055,6 +1055,8 @@ CODE
|
||||
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
|
||||
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
|
||||
|
||||
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
|
||||
|
||||
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
|
||||
static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
|
||||
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
|
||||
@ -3980,6 +3982,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
|
||||
g.ActiveIdNoClearOnFocusLoss = false;
|
||||
g.ActiveIdWindow = window;
|
||||
g.ActiveIdHasBeenEditedThisFrame = false;
|
||||
g.ActiveIdFromShortcut = false;
|
||||
if (id)
|
||||
{
|
||||
g.ActiveIdIsAlive = id;
|
||||
@ -4197,7 +4200,8 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
|
||||
if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
|
||||
return false;
|
||||
if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
|
||||
return false;
|
||||
if (!g.ActiveIdFromShortcut)
|
||||
return false;
|
||||
|
||||
// Done with rectangle culling so we can perform heavier checks now.
|
||||
if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
|
||||
@ -4257,12 +4261,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
|
||||
}
|
||||
|
||||
// FIXME: This is inlined/duplicated in ItemAdd()
|
||||
// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
|
||||
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (!bb.Overlaps(window->ClipRect))
|
||||
if (id == 0 || (id != g.ActiveId && id != g.NavId))
|
||||
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
|
||||
if (!g.LogEnabled)
|
||||
return true;
|
||||
return false;
|
||||
@ -9020,8 +9025,6 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
|
||||
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
|
||||
// (Conceptually this does a "Submit for next frame" + "Test for current frame".
|
||||
// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
|
||||
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
|
||||
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
|
||||
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9029,6 +9032,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
|
||||
flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
|
||||
else
|
||||
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
|
||||
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
|
||||
|
||||
if (key_chord & ImGuiMod_Shortcut)
|
||||
key_chord = ConvertShortcutMod(key_chord);
|
||||
|
||||
@ -9059,6 +9064,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
|
||||
return false;
|
||||
}
|
||||
|
||||
// FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible.
|
||||
const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
|
||||
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
|
||||
if (score == 255)
|
||||
@ -9067,18 +9073,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
|
||||
// Submit routing for NEXT frame (assuming score is sufficient)
|
||||
// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
|
||||
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
|
||||
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
|
||||
//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
|
||||
if (score < routing_data->RoutingNextScore)
|
||||
{
|
||||
routing_data->RoutingNext = routing_id;
|
||||
routing_data->RoutingNext = owner_id;
|
||||
routing_data->RoutingNextScore = (ImU8)score;
|
||||
}
|
||||
|
||||
// Return routing state for CURRENT frame
|
||||
if (routing_data->RoutingCurr == routing_id)
|
||||
if (routing_data->RoutingCurr == owner_id)
|
||||
IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
|
||||
return routing_data->RoutingCurr == routing_id;
|
||||
return routing_data->RoutingCurr == owner_id;
|
||||
}
|
||||
|
||||
// Currently unused by core (but used by tests)
|
||||
@ -10043,6 +10048,13 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
|
||||
g.NextItemData.Shortcut = key_chord;
|
||||
}
|
||||
|
||||
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
|
||||
{
|
||||
//ImGuiContext& g = *GImGui;
|
||||
@ -10051,6 +10063,13 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
|
||||
// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
|
||||
if ((flags & ImGuiInputFlags_RouteMask_) == 0)
|
||||
flags |= ImGuiInputFlags_RouteFocused;
|
||||
|
||||
// Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
|
||||
// Effectively makes Shortcut() always input-owner aware.
|
||||
if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
|
||||
owner_id = GetRoutingIdFromOwnerId(owner_id);
|
||||
|
||||
// Submit route
|
||||
if (!SetShortcutRouting(key_chord, owner_id, flags))
|
||||
return false;
|
||||
|
||||
@ -10385,6 +10404,7 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
|
||||
// [SECTION] ITEM SUBMISSION
|
||||
//-----------------------------------------------------------------------------
|
||||
// - KeepAliveID()
|
||||
// - ItemHandleShortcut() [Internal]
|
||||
// - ItemAdd()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -10398,6 +10418,20 @@ void ImGui::KeepAliveID(ImGuiID id)
|
||||
g.ActiveIdPreviousFrameIsAlive = true;
|
||||
}
|
||||
|
||||
static void ItemHandleShortcut(ImGuiID id)
|
||||
{
|
||||
// FIXME: Generalize Activation queue?
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0)
|
||||
{
|
||||
g.NavActivateId = id; // Will effectively disable clipping.
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
|
||||
if (g.ActiveId == 0 || g.ActiveId == id)
|
||||
g.NavActivateDownId = g.NavActivatePressedId = id;
|
||||
ImGui::NavHighlightActivated(id);
|
||||
}
|
||||
}
|
||||
|
||||
// Declare item bounding box for clipping and interaction.
|
||||
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
|
||||
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
|
||||
@ -10439,6 +10473,9 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
||||
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
|
||||
NavProcessItem();
|
||||
}
|
||||
|
||||
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
|
||||
ItemHandleShortcut(id);
|
||||
}
|
||||
|
||||
// Lightweight clear of SetNextItemXXX data.
|
||||
@ -10455,9 +10492,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
||||
//const bool is_clipped = IsClippedEx(bb, id);
|
||||
//if (is_clipped)
|
||||
// return false;
|
||||
// g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
|
||||
const bool is_rect_visible = bb.Overlaps(window->ClipRect);
|
||||
if (!is_rect_visible)
|
||||
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
|
||||
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
|
||||
if (!g.LogEnabled)
|
||||
return false;
|
||||
|
||||
@ -11836,6 +11874,13 @@ void ImGui::SetNavWindow(ImGuiWindow* window)
|
||||
NavUpdateAnyRequestFlag();
|
||||
}
|
||||
|
||||
void ImGui::NavHighlightActivated(ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavHighlightActivatedId = id;
|
||||
g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
|
||||
}
|
||||
|
||||
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -12503,10 +12548,10 @@ static void ImGui::NavUpdate()
|
||||
g.NavActivateFlags = ImGuiActivateFlags_None;
|
||||
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
|
||||
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
|
||||
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
|
||||
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
|
||||
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
|
||||
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
|
||||
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
|
||||
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
|
||||
if (g.ActiveId == 0 && activate_pressed)
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
@ -12520,13 +12565,22 @@ static void ImGui::NavUpdate()
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
|
||||
g.NavActivateDownId = g.NavId;
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
|
||||
{
|
||||
g.NavActivatePressedId = g.NavId;
|
||||
NavHighlightActivated(g.NavId);
|
||||
}
|
||||
}
|
||||
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
g.NavDisableHighlight = true;
|
||||
if (g.NavActivateId != 0)
|
||||
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
|
||||
|
||||
// Highlight
|
||||
if (g.NavHighlightActivatedTimer > 0.0f)
|
||||
g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
|
||||
if (g.NavHighlightActivatedTimer == 0.0f)
|
||||
g.NavHighlightActivatedId = 0;
|
||||
|
||||
// Process programmatic activation request
|
||||
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
|
||||
if (g.NavNextActivateId != 0)
|
||||
@ -12918,15 +12972,14 @@ static void ImGui::NavUpdateCancelRequest()
|
||||
NavRestoreLayer(ImGuiNavLayer_Main);
|
||||
NavRestoreHighlightAfterMove();
|
||||
}
|
||||
else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
|
||||
else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
|
||||
{
|
||||
// Exit child window
|
||||
ImGuiWindow* child_window = g.NavWindow;
|
||||
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
|
||||
ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
|
||||
ImGuiWindow* parent_window = child_window->ParentWindow;
|
||||
IM_ASSERT(child_window->ChildId != 0);
|
||||
ImRect child_rect = child_window->Rect();
|
||||
FocusWindow(parent_window);
|
||||
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
|
||||
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
|
||||
NavRestoreHighlightAfterMove();
|
||||
}
|
||||
else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
|
||||
@ -21107,6 +21160,7 @@ void ImGui::DebugLocateItem(ImGuiID target_id)
|
||||
g.DebugBreakInLocateId = false;
|
||||
}
|
||||
|
||||
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
|
||||
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
|
||||
{
|
||||
if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
|
4
imgui.h
4
imgui.h
@ -24,7 +24,7 @@
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.90.2 WIP"
|
||||
#define IMGUI_VERSION_NUM 19013
|
||||
#define IMGUI_VERSION_NUM 19015
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK // Docking WIP branch
|
||||
@ -91,6 +91,8 @@ Index of this file:
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
|
||||
// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
|
||||
// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
|
||||
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
|
||||
|
130
imgui_internal.h
130
imgui_internal.h
@ -15,6 +15,8 @@ Index of this file:
|
||||
// [SECTION] Generic helpers
|
||||
// [SECTION] ImDrawList support
|
||||
// [SECTION] Widgets support: flags, enums, data structures
|
||||
// [SECTION] Data types support
|
||||
// [SECTION] Popup support
|
||||
// [SECTION] Inputs support
|
||||
// [SECTION] Clipper support
|
||||
// [SECTION] Navigation support
|
||||
@ -993,43 +995,6 @@ enum ImGuiPlotType
|
||||
ImGuiPlotType_Histogram,
|
||||
};
|
||||
|
||||
enum ImGuiPopupPositionPolicy
|
||||
{
|
||||
ImGuiPopupPositionPolicy_Default,
|
||||
ImGuiPopupPositionPolicy_ComboBox,
|
||||
ImGuiPopupPositionPolicy_Tooltip,
|
||||
};
|
||||
|
||||
struct ImGuiDataVarInfo
|
||||
{
|
||||
ImGuiDataType Type;
|
||||
ImU32 Count; // 1+
|
||||
ImU32 Offset; // Offset in parent structure
|
||||
void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
|
||||
};
|
||||
|
||||
struct ImGuiDataTypeTempStorage
|
||||
{
|
||||
ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
|
||||
};
|
||||
|
||||
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
|
||||
struct ImGuiDataTypeInfo
|
||||
{
|
||||
size_t Size; // Size in bytes
|
||||
const char* Name; // Short descriptive name for the type, for debugging
|
||||
const char* PrintFmt; // Default printf format for the type
|
||||
const char* ScanFmt; // Default scanf format for the type
|
||||
};
|
||||
|
||||
// Extend ImGuiDataType_
|
||||
enum ImGuiDataTypePrivate_
|
||||
{
|
||||
ImGuiDataType_String = ImGuiDataType_COUNT + 1,
|
||||
ImGuiDataType_Pointer,
|
||||
ImGuiDataType_ID,
|
||||
};
|
||||
|
||||
// Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColorMod
|
||||
{
|
||||
@ -1143,21 +1108,6 @@ struct IMGUI_API ImGuiInputTextState
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
};
|
||||
|
||||
// Storage for current popup stack
|
||||
struct ImGuiPopupData
|
||||
{
|
||||
ImGuiID PopupId; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
|
||||
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
|
||||
int OpenFrameCount; // Set on OpenPopup()
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
|
||||
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
|
||||
|
||||
ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
|
||||
};
|
||||
|
||||
enum ImGuiNextWindowDataFlags_
|
||||
{
|
||||
ImGuiNextWindowDataFlags_None = 0,
|
||||
@ -1213,6 +1163,7 @@ enum ImGuiNextItemDataFlags_
|
||||
ImGuiNextItemDataFlags_None = 0,
|
||||
ImGuiNextItemDataFlags_HasWidth = 1 << 0,
|
||||
ImGuiNextItemDataFlags_HasOpen = 1 << 1,
|
||||
ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
|
||||
};
|
||||
|
||||
struct ImGuiNextItemData
|
||||
@ -1222,6 +1173,7 @@ struct ImGuiNextItemData
|
||||
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
|
||||
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
|
||||
float Width; // Set by SetNextItemWidth()
|
||||
ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
ImGuiCond OpenCond : 8;
|
||||
|
||||
@ -1295,6 +1247,66 @@ struct ImGuiPtrOrIndex
|
||||
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Data types support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiDataVarInfo
|
||||
{
|
||||
ImGuiDataType Type;
|
||||
ImU32 Count; // 1+
|
||||
ImU32 Offset; // Offset in parent structure
|
||||
void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
|
||||
};
|
||||
|
||||
struct ImGuiDataTypeTempStorage
|
||||
{
|
||||
ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
|
||||
};
|
||||
|
||||
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
|
||||
struct ImGuiDataTypeInfo
|
||||
{
|
||||
size_t Size; // Size in bytes
|
||||
const char* Name; // Short descriptive name for the type, for debugging
|
||||
const char* PrintFmt; // Default printf format for the type
|
||||
const char* ScanFmt; // Default scanf format for the type
|
||||
};
|
||||
|
||||
// Extend ImGuiDataType_
|
||||
enum ImGuiDataTypePrivate_
|
||||
{
|
||||
ImGuiDataType_String = ImGuiDataType_COUNT + 1,
|
||||
ImGuiDataType_Pointer,
|
||||
ImGuiDataType_ID,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Popup support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImGuiPopupPositionPolicy
|
||||
{
|
||||
ImGuiPopupPositionPolicy_Default,
|
||||
ImGuiPopupPositionPolicy_ComboBox,
|
||||
ImGuiPopupPositionPolicy_Tooltip,
|
||||
};
|
||||
|
||||
// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
|
||||
struct ImGuiPopupData
|
||||
{
|
||||
ImGuiID PopupId; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
|
||||
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
|
||||
int OpenFrameCount; // Set on OpenPopup()
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
|
||||
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
|
||||
|
||||
ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Inputs support
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1529,6 +1541,7 @@ enum ImGuiActivateFlags_
|
||||
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
|
||||
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
|
||||
ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
|
||||
ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.
|
||||
};
|
||||
|
||||
// Early work-in-progress API for ScrollToItem()
|
||||
@ -2144,10 +2157,11 @@ struct ImGuiContext
|
||||
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdHasBeenEditedThisFrame;
|
||||
bool ActiveIdFromShortcut;
|
||||
int ActiveIdMouseButton : 8;
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
|
||||
int ActiveIdMouseButton;
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
@ -2216,6 +2230,8 @@ struct ImGuiContext
|
||||
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
||||
ImGuiActivateFlags NavActivateFlags;
|
||||
ImGuiID NavHighlightActivatedId;
|
||||
float NavHighlightActivatedTimer;
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
ImGuiKeyChord NavJustMovedToKeyMods;
|
||||
@ -2387,6 +2403,7 @@ struct ImGuiContext
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
|
||||
// Debug Tools
|
||||
// (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
|
||||
ImGuiDebugLogFlags DebugLogFlags;
|
||||
ImGuiTextBuffer DebugLogBuf;
|
||||
ImGuiTextIndex DebugLogIndex;
|
||||
@ -2462,6 +2479,7 @@ struct ImGuiContext
|
||||
ActiveIdHasBeenPressedBefore = false;
|
||||
ActiveIdHasBeenEditedBefore = false;
|
||||
ActiveIdHasBeenEditedThisFrame = false;
|
||||
ActiveIdFromShortcut = false;
|
||||
ActiveIdClickOffset = ImVec2(-1, -1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
@ -2497,6 +2515,8 @@ struct ImGuiContext
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
|
||||
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
NavHighlightActivatedId = 0;
|
||||
NavHighlightActivatedTimer = 0.0f;
|
||||
NavJustMovedToKeyMods = ImGuiMod_None;
|
||||
NavInputSource = ImGuiInputSource_Keyboard;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
@ -3365,6 +3385,7 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavHighlightActivated(ImGuiID id);
|
||||
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
|
||||
IMGUI_API void NavRestoreHighlightAfterMove();
|
||||
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
|
||||
@ -3458,8 +3479,9 @@ namespace ImGui
|
||||
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
|
||||
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
|
||||
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
|
||||
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
|
||||
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
|
||||
|
||||
|
@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
|
||||
// Frame N + RepeatDelay + RepeatRate*N true true - true
|
||||
//-------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
|
||||
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
|
||||
// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
|
||||
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -597,8 +600,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
g.NavDisableHighlight = true;
|
||||
}
|
||||
|
||||
// Gamepad/Keyboard navigation
|
||||
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
|
||||
// Gamepad/Keyboard handling
|
||||
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
|
||||
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
|
||||
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
|
||||
hovered = true;
|
||||
@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
pressed = true;
|
||||
SetActiveID(id, window);
|
||||
g.ActiveIdSource = g.NavInputSource;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
|
||||
SetFocusID(id, window);
|
||||
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
|
||||
g.ActiveIdFromShortcut = true;
|
||||
}
|
||||
}
|
||||
|
||||
@ -667,7 +672,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
{
|
||||
// When activated using Nav, we hold on the ActiveID until activation button is released
|
||||
if (g.NavActivateDownId == id)
|
||||
held = true;
|
||||
held = true; // hovered == true not true as we are already likely hovered on direct activation.
|
||||
else
|
||||
ClearActiveID();
|
||||
}
|
||||
@ -675,6 +680,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
g.ActiveIdHasBeenPressedBefore = true;
|
||||
}
|
||||
|
||||
// Activation highlight (this may be a remote activation)
|
||||
if (g.NavHighlightActivatedId == id)
|
||||
hovered = true;
|
||||
|
||||
if (out_hovered) *out_hovered = hovered;
|
||||
if (out_held) *out_held = held;
|
||||
|
||||
@ -4257,6 +4266,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
||||
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
|
||||
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
|
||||
SetKeyOwner(ImGuiKey_Enter, id);
|
||||
SetKeyOwner(ImGuiKey_KeypadEnter, id);
|
||||
SetKeyOwner(ImGuiKey_Home, id);
|
||||
SetKeyOwner(ImGuiKey_End, id);
|
||||
if (is_multiline)
|
||||
@ -4266,8 +4277,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
if (is_osx)
|
||||
SetKeyOwner(ImGuiMod_Alt, id);
|
||||
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
|
||||
SetShortcutRouting(ImGuiKey_Tab, id);
|
||||
}
|
||||
|
||||
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
|
||||
@ -4396,11 +4405,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
|
||||
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
|
||||
if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly)
|
||||
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
|
||||
{
|
||||
unsigned int c = '\t'; // Insert TAB
|
||||
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||
state->OnKeyPressed((int)c);
|
||||
if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
|
||||
{
|
||||
unsigned int c = '\t'; // Insert TAB
|
||||
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||
state->OnKeyPressed((int)c);
|
||||
}
|
||||
// FIXME: Implement Shift+Tab
|
||||
/*
|
||||
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
|
||||
{
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
|
||||
|
Loading…
x
Reference in New Issue
Block a user