Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut 2023-07-11 12:44:15 +02:00
commit f6feddd1ee
9 changed files with 125 additions and 39 deletions

3
.gitignore vendored
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@ -8,7 +8,6 @@ imgui.ini
*.o
*.obj
*.exe
examples/build/*
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
@ -30,7 +29,7 @@ ipch
JSON/
## Commonly used CMake directories
/build*/
build*/
## Xcode artifacts
project.xcworkspace

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@ -101,6 +101,29 @@ Other changes:
VERSION 1.89.8 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. (#4921)
Other changes:
- Fixed CTRL+Tab dimming background assert when target window has a callback
in the last ImDrawCmd. (#4857, #5937)
- InputText: Fixed a case where deactivation frame would write to underlying
buffer or call CallbackResize although unnecessary, in a frame where the
return value was false.
- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
May be useful in conjunction with io.ClearInputsKeys() if you need to clear
both current inputs state and queued events (e.g. when using blocking native
dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer
(what now obsoleted io.ClearInputCharacters() did), as this is effectively the
desirable behavior.
- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
- Demo: Showcase a few more InputText() flags.
Docking+Viewports Branch:
- Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (main code and documentation)
// Help:
@ -1379,13 +1379,15 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
}
}
// FIXME: Perhaps we could clear queued events as well?
void ImGuiIO::ClearInputCharacters()
// Clear all incoming events.
void ImGuiIO::ClearEventsQueue()
{
InputQueueCharacters.resize(0);
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
g.InputEventsQueue.clear();
}
// FIXME: Perhaps we could clear queued events as well?
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys()
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@ -1406,8 +1408,18 @@ void ImGuiIO::ClearInputKeys()
MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
}
MouseWheel = MouseWheelH = 0.0f;
InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
}
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
// Current frame character buffer is now also cleared by ClearInputKeys().
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void ImGuiIO::ClearInputCharacters()
{
InputQueueCharacters.resize(0);
}
#endif
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
{
ImGuiContext& g = *ctx;
@ -5120,14 +5132,14 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
ImDrawCmd cmd = draw_list->CmdBuffer.back();
IM_ASSERT(cmd.ElemCount == 6);
draw_list->CmdBuffer.pop_back();
draw_list->CmdBuffer.push_front(cmd);
draw_list->PopClipRect();
draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
draw_list->PopClipRect();
}
// Draw over sibling docking nodes in a same docking tree

13
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (headers)
// Help:
@ -24,8 +24,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.7"
#define IMGUI_VERSION_NUM 18971
#define IMGUI_VERSION "1.89.8 WIP"
#define IMGUI_VERSION_NUM 18972
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -2148,8 +2148,11 @@ struct ImGuiIO
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().
#endif
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (demo code)
// Help:
@ -1321,16 +1321,16 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
if (ImGui::TreeNode("Basic"))
{
static bool selection[5] = { false, true, false, false, false };
static bool selection[5] = { false, true, false, false };
ImGui::Selectable("1. I am selectable", &selection[0]);
ImGui::Selectable("2. I am selectable", &selection[1]);
ImGui::Text("(I am not selectable)");
ImGui::Selectable("4. I am selectable", &selection[3]);
if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick))
ImGui::Selectable("3. I am selectable", &selection[2]);
if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
if (ImGui::IsMouseDoubleClicked(0))
selection[4] = !selection[4];
selection[3] = !selection[3];
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection");
if (ImGui::TreeNode("Selection State: Single Selection"))
{
@ -1362,17 +1362,18 @@ static void ShowDemoWindowWidgets()
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line");
if (ImGui::TreeNode("Rendering more text into the same line"))
IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
if (ImGui::TreeNode("Rendering more items on the same line"))
{
// Using the Selectable() override that takes "bool* p_selected" parameter,
// this function toggle your bool value automatically.
// (1) Using SetNextItemAllowOverlap()
// (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
static bool selected[3] = { false, false, false };
ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");
if (ImGui::TreeNode("In columns"))
{
@ -1408,6 +1409,7 @@ static void ShowDemoWindowWidgets()
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
if (ImGui::TreeNode("Grid"))
{
@ -1541,6 +1543,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
{
struct Funcs
@ -1640,6 +1643,18 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
if (ImGui::TreeNode("Miscellaneous"))
{
static char buf1[16];
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
ImGui::TreePop();
}
ImGui::TreePop();
}
@ -2869,11 +2884,11 @@ static void ShowDemoWindowLayout()
// Text
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");
ImGui::Text("Two items: Hello"); ImGui::SameLine();
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
// Adjust spacing
ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
// Button
ImGui::AlignTextToFramePadding();
@ -3471,6 +3486,36 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Overlap Mode");
if (ImGui::TreeNode("Overlap Mode"))
{
static bool enable_allow_overlap = true;
HelpMarker(
"Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"
"By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap);
ImVec2 button1_pos = ImGui::GetCursorScreenPos();
ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f);
if (enable_allow_overlap)
ImGui::SetNextItemAllowOverlap();
ImGui::Button("Button 1", ImVec2(80, 80));
ImGui::SetCursorScreenPos(button2_pos);
ImGui::Button("Button 2", ImVec2(80, 80));
// This is typically used with width-spanning items.
// (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut
// for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.)
if (enable_allow_overlap)
ImGui::SetNextItemAllowOverlap();
ImGui::Selectable("Some Selectable", false);
ImGui::SameLine();
ImGui::SmallButton("++");
ImGui::TreePop();
}
}
static void ShowDemoWindowPopups()

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (drawing and font code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (tables and columns code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.89.7
// dear imgui, v1.89.8 WIP
// (widgets code)
/*
@ -4499,7 +4499,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
if (state->CurLenA > 0)
if (buf[0] != 0)
{
revert_edit = true;
}
@ -4587,9 +4587,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
// Clear input
IM_ASSERT(buf[0] != 0);
apply_new_text = "";
apply_new_text_length = 0;
value_changed |= (buf[0] != 0);
value_changed = true;
STB_TEXTEDIT_CHARTYPE empty_string;
stb_textedit_replace(state, &state->Stb, &empty_string, 0);
}
@ -4618,9 +4619,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
// before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer)
{
@ -4721,11 +4725,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
if (g.InputTextDeactivatedState.ID == id)
{
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly)
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
{
apply_new_text = g.InputTextDeactivatedState.TextA.Data;
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
value_changed |= (strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0);
value_changed = true;
//IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
}
g.InputTextDeactivatedState.ID = 0;