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authorBartosz Taudul <wolf@nereid.pl>2022-11-09 01:47:59 +0300
committerBartosz Taudul <wolf@nereid.pl>2022-11-09 01:47:59 +0300
commitc0035a492f2af2f6ceb435b2f824e1cc43e1e00f (patch)
tree407d7be1b45490d5118a2041c21745932170c251
parent53d54092b08f6352392afcbe5ef2705a0c19efb5 (diff)
Update ImGui to 4d5da74.
-rw-r--r--imgui/imconfig.h5
-rw-r--r--imgui/imgui.cpp816
-rw-r--r--imgui/imgui.h30
-rw-r--r--imgui/imgui_demo.cpp3
-rw-r--r--imgui/imgui_internal.h218
-rw-r--r--imgui/imgui_tables.cpp5
-rw-r--r--imgui/imgui_widgets.cpp155
-rw-r--r--profiler/src/imgui/imgui_impl_glfw.cpp151
-rw-r--r--profiler/src/imgui/imgui_impl_glfw.h4
-rw-r--r--profiler/src/imgui/imgui_impl_opengl3.cpp111
-rw-r--r--profiler/src/imgui/imgui_impl_opengl3.h4
11 files changed, 1097 insertions, 405 deletions
diff --git a/imgui/imconfig.h b/imgui/imconfig.h
index 6ad6eda0..1f8534cf 100644
--- a/imgui/imconfig.h
+++ b/imgui/imconfig.h
@@ -112,11 +112,6 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
-//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
-// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
-// This adds a small runtime cost which is why it is not enabled by default.
-//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
-
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
diff --git a/imgui/imgui.cpp b/imgui/imgui.cpp
index 3f239a5c..3e3a2e5e 100644
--- a/imgui/imgui.cpp
+++ b/imgui/imgui.cpp
@@ -65,7 +65,7 @@ CODE
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
-// [SECTION] ImGuiTextBuffer
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
// [SECTION] ImGuiListClipper
// [SECTION] STYLING
// [SECTION] RENDER HELPERS
@@ -392,6 +392,7 @@ CODE
- likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
+ - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
- 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
- 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
- ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
@@ -401,7 +402,7 @@ CODE
the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
- - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly, NULL is ok.
+ - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
- 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
- DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
- SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
@@ -868,7 +869,6 @@ CODE
#include "imgui_internal.h"
// System includes
-#include <ctype.h> // toupper
#include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
@@ -1339,6 +1339,13 @@ void ImGuiIO::ClearInputKeys()
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = ImGuiMod_None;
+ MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
+ {
+ MouseDown[n] = false;
+ MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
+ }
+ MouseWheel = MouseWheelH = 0.0f;
}
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
@@ -1670,14 +1677,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
int ImStricmp(const char* str1, const char* str2)
{
int d;
- while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
+ while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
return d;
}
int ImStrnicmp(const char* str1, const char* str2, size_t count)
{
int d = 0;
- while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+ while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
return d;
}
@@ -1744,14 +1751,14 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char
if (!needle_end)
needle_end = needle + strlen(needle);
- const char un0 = (char)toupper(*needle);
+ const char un0 = (char)ImToUpper(*needle);
while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
{
- if (toupper(*haystack) == un0)
+ if (ImToUpper(*haystack) == un0)
{
const char* b = needle + 1;
for (const char* a = haystack + 1; b < needle_end; a++, b++)
- if (toupper(*a) != toupper(*b))
+ if (ImToUpper(*a) != ImToUpper(*b))
break;
if (b == needle_end)
return haystack;
@@ -2515,7 +2522,7 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
}
//-----------------------------------------------------------------------------
-// [SECTION] ImGuiTextBuffer
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
//-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
@@ -2583,6 +2590,20 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
va_end(args_copy);
}
+void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
+{
+ IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
+ if (old_size == new_size)
+ return;
+ if (EndOffset == 0 || base[EndOffset - 1] == '\n')
+ LineOffsets.push_back(EndOffset);
+ const char* base_end = base + new_size;
+ for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
+ if (++p < base_end) // Don't push a trailing offset on last \n
+ LineOffsets.push_back((int)(intptr_t)(p - base));
+ EndOffset = ImMax(EndOffset, new_size);
+}
+
//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
@@ -3597,7 +3618,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
g.ActiveIdUsingNavDirMask = 0x00;
- g.ActiveIdUsingKeyInputMask.ClearAllBits();
+ g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
#endif
@@ -3613,7 +3634,6 @@ void ImGui::SetHoveredID(ImGuiID id)
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = false;
- g.HoveredIdUsingMouseWheel = false;
if (id != 0 && g.HoveredIdPreviousFrame != id)
g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}
@@ -3797,8 +3817,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
// [DEBUG] Item Picker tool!
// We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
// the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
- // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.
- // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().
+ // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
if (g.DebugItemPickerBreakId == id)
@@ -3811,6 +3830,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
return true;
}
+// FIXME: This is inlined/duplicated in ItemAdd()
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
{
ImGuiContext& g = *GImGui;
@@ -4261,6 +4281,45 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
key_data->AnalogValue = analog_value;
}
+// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
+// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
+// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
+// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
+static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
+{
+ ImGuiContext& g = *GImGui;
+ rt->EntriesNext.resize(0);
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ const int new_routing_start_idx = rt->EntriesNext.Size;
+ ImGuiKeyRoutingData* routing_entry;
+ for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
+ {
+ routing_entry = &rt->Entries[old_routing_idx];
+ routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
+ routing_entry->RoutingNext = ImGuiKeyOwner_None;
+ routing_entry->RoutingNextScore = 255;
+ if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
+ continue;
+ rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
+
+ // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
+ if (routing_entry->Mods == g.IO.KeyMods)
+ {
+ ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
+ if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
+ owner_data->OwnerCurr = routing_entry->RoutingCurr;
+ }
+ }
+
+ // Rewrite linked-list
+ rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
+ for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
+ rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
+ }
+ rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
+}
+
// [Internal] Do not use directly (should read io.KeyMods instead)
static ImGuiKeyChord GetMergedModsFromBools()
{
@@ -4362,12 +4421,25 @@ static void ImGui::UpdateKeyboardInputs()
}
// Update keys
- for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)
+ for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
{
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
}
+
+ // Update keys/input owner (named keys only): one entry per key
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
+ ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
+ owner_data->OwnerCurr = owner_data->OwnerNext;
+ if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
+ owner_data->OwnerNext = ImGuiKeyOwner_None;
+ owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
+ }
+
+ UpdateKeyRoutingTable(&g.KeysRoutingTable);
}
static void ImGui::UpdateMouseInputs()
@@ -4459,13 +4531,9 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(NULL);
}
- const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel);
- const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX);
- const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY);
-
ImVec2 wheel;
- wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
- wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
+ wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
+ wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
if (wheel.x == 0.0f && wheel.y == 0.0f)
return;
@@ -4653,6 +4721,11 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
+ // Process input queue (trickle as many events as possible), turn events into writes to IO structure
+ g.InputEventsTrail.resize(0);
+ UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
+
+ // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
UpdateViewportsNewFrame();
// Setup current font and draw list shared data
@@ -4698,10 +4771,8 @@ void ImGui::NewFrame()
if (g.HoveredId && g.ActiveId != g.HoveredId)
g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
g.HoveredIdPreviousFrame = g.HoveredId;
- g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
- g.HoveredIdUsingMouseWheel = false;
g.HoveredIdDisabled = false;
// Clear ActiveID if the item is not alive anymore.
@@ -4729,7 +4800,10 @@ void ImGui::NewFrame()
if (g.ActiveId == 0)
{
g.ActiveIdUsingNavDirMask = 0x00;
- g.ActiveIdUsingKeyInputMask.ClearAllBits();
+ g.ActiveIdUsingAllKeyboardKeys = false;
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ g.ActiveIdUsingNavInputMask = 0x00;
+#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@@ -4740,7 +4814,7 @@ void ImGui::NewFrame()
// If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
// Since IMGUI_VERSION_NUM >= 18804 it should be: { SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); }
if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
- SetActiveIdUsingKey(ImGuiKey_Escape);
+ SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
IM_ASSERT(0); // Other values unsupported
}
@@ -4775,10 +4849,6 @@ void ImGui::NewFrame()
//if (g.IO.AppFocusLost)
// ClosePopupsExceptModals();
- // Process input queue (trickle as many events as possible)
- g.InputEventsTrail.resize(0);
- UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
-
// Update keyboard input state
UpdateKeyboardInputs();
@@ -4866,6 +4936,8 @@ void ImGui::NewFrame()
// [DEBUG] Update debug features
UpdateDebugToolItemPicker();
UpdateDebugToolStackQueries();
+ if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
+ g.DebugLocateId = 0;
// Create implicit/fallback window - which we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
@@ -4957,6 +5029,9 @@ void ImGui::Shutdown()
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
+
+ g.KeysRoutingTable.Clear();
+
g.ColorStack.clear();
g.StyleVarStack.clear();
g.FontStack.clear();
@@ -4993,6 +5068,7 @@ void ImGui::Shutdown()
}
g.LogBuffer.clear();
g.DebugLogBuf.clear();
+ g.DebugLogIndex.clear();
g.Initialized = false;
}
@@ -5358,6 +5434,7 @@ void ImGui::EndFrame()
g.IO.Fonts->Locked = false;
// Clear Input data for next frame
+ g.IO.AppFocusLost = false;
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
@@ -5614,7 +5691,7 @@ bool ImGui::IsAnyItemFocused()
bool ImGui::IsItemVisible()
{
ImGuiContext& g = *GImGui;
- return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect);
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
}
bool ImGui::IsItemEdited()
@@ -5635,29 +5712,13 @@ void ImGui::SetItemAllowOverlap()
g.ActiveIdAllowOverlap = true;
}
-void ImGui::SetItemUsingMouseWheel()
-{
- ImGuiContext& g = *GImGui;
- ImGuiID id = g.LastItemData.ID;
- if (g.HoveredId == id)
- g.HoveredIdUsingMouseWheel = true;
- if (g.ActiveId == id)
- {
- g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelX);
- g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelY);
- }
-}
-
+// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
void ImGui::SetActiveIdUsingAllKeyboardKeys()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
- g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END);
- //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl);
- //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift);
- //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt);
- //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper);
+ g.ActiveIdUsingAllKeyboardKeys = true;
NavMoveRequestCancel();
}
@@ -6002,8 +6063,7 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
- // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
- ImVec2 avail_size = window->Viewport->Size;
+ ImVec2 avail_size = window->Viewport->WorkSize;
if (window->ViewportOwned)
avail_size = ImVec2(FLT_MAX, FLT_MAX);
const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
@@ -6168,7 +6228,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
- KeepAliveID(resize_grip_id);
+ ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
@@ -6204,7 +6264,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
- KeepAliveID(border_id);
+ ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
@@ -6273,7 +6333,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
return ret_auto_fit;
}
-static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
+static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = window->Size;
@@ -6702,10 +6762,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_stack_data.ParentLastItemDataBackup = g.LastItemData;
window_stack_data.StackSizesOnBegin.SetToCurrentState();
g.CurrentWindowStack.push_back(window_stack_data);
- g.CurrentWindow = NULL;
if (flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount++;
+ // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+ if (first_begin_of_the_frame)
+ {
+ UpdateWindowParentAndRootLinks(window, flags, parent_window);
+ window->ParentWindowInBeginStack = parent_window_in_stack;
+ }
+
+ // Add to focus scope stack
+ PushFocusScope(window->ID);
+ window->NavRootFocusScopeId = g.CurrentFocusScopeId;
+ g.CurrentWindow = NULL;
+
+ // Add to popup stack
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
@@ -6715,13 +6787,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->PopupId = popup_ref.PopupId;
}
- // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
- if (first_begin_of_the_frame)
- {
- UpdateWindowParentAndRootLinks(window, flags, parent_window);
- window->ParentWindowInBeginStack = parent_window_in_stack;
- }
-
// Process SetNextWindow***() calls
// (FIXME: Consider splitting the HasXXX flags into X/Y components
bool window_pos_set_by_api = false;
@@ -6869,6 +6934,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
+ bool use_current_size_for_scrollbar_x = window_just_created;
+ bool use_current_size_for_scrollbar_y = window_just_created;
+
// Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
@@ -6880,6 +6948,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
+ if (!window->Collapsed)
+ use_current_size_for_scrollbar_y = true;
MarkIniSettingsDirty(window);
}
}
@@ -6893,8 +6963,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Calculate auto-fit size, handle automatic resize
const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
- bool use_current_size_for_scrollbar_x = window_just_created;
- bool use_current_size_for_scrollbar_y = window_just_created;
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
{
// Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
@@ -6992,11 +7060,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Clamp position/size so window stays visible within its viewport or monitor
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
// FIXME: Similar to code in GetWindowAllowedExtentRect()
- if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
{
if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
{
- ClampWindowRect(window, visibility_rect);
+ ClampWindowPos(window, visibility_rect);
}
else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
{
@@ -7004,7 +7072,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
visibility_rect.Min = monitor->WorkPos + visibility_padding;
visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
- ClampWindowRect(window, visibility_rect);
+ ClampWindowPos(window, visibility_rect);
}
}
window->Pos = ImFloor(window->Pos);
@@ -7331,9 +7399,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
+ // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
+ DebugLocateItemResolveWithLastItem();
+#endif
+
// [Test Engine] Register title bar / tab
+#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);
+#endif
}
else
{
@@ -7342,9 +7418,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetCurrentWindow(window);
}
- // Pull/inherit current state
- window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
-
if (!(flags & ImGuiWindowFlags_DockNodeHost))
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
@@ -7446,6 +7519,7 @@ void ImGui::End()
EndColumns();
if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle
PopClipRect();
+ PopFocusScope();
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
@@ -7562,7 +7636,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavLayer = ImGuiNavLayer_Main;
- g.NavFocusScopeId = 0;
+ g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
g.NavIdIsAlive = false;
// Close popups if any
@@ -8199,18 +8273,16 @@ void ImGui::ActivateItem(ImGuiID id)
void ImGui::PushFocusScope(ImGuiID id)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
- window->DC.NavFocusScopeIdCurrent = id;
+ g.FocusScopeStack.push_back(id);
+ g.CurrentFocusScopeId = id;
}
void ImGui::PopFocusScope()
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
- window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
g.FocusScopeStack.pop_back();
+ g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
}
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
@@ -8521,7 +8593,7 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
{
ImGuiContext& g = *GImGui;
const ImGuiKeyData* key_data = GetKeyData(key);
- if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership)
+ if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return 0;
const float t = key_data->DownDuration;
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
@@ -8535,31 +8607,177 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key
GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
}
+// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
+static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
+}
+
+ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
+{
+ // Majority of shortcuts will be Key + any number of Mods
+ // We accept _Single_ mod with ImGuiKey_None.
+ // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal
+ // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal
+ // - Shortcut(ImGuiMod_Ctrl); // Legal
+ // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal
+ ImGuiContext& g = *GImGui;
+ ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+ ImGuiKeyRoutingData* routing_data;
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+ if (key == ImGuiKey_None)
+ key = ConvertSingleModFlagToKey(mods);
+ IM_ASSERT(IsNamedKey(key));
+
+ // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
+ // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
+ for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
+ {
+ routing_data = &rt->Entries[idx];
+ if (routing_data->Mods == mods)
+ return routing_data;
+ }
+
+ // Add
+ ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
+ rt->Entries.push_back(ImGuiKeyRoutingData());
+ routing_data = &rt->Entries[idx];
+ routing_data->Mods = (ImU16)mods;
+ routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
+ rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx;
+ return routing_data;
+}
+
+// Request a desired route for an input chord (key + mods).
+// Return true if the route is available this frame.
+// - 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;
+ if ((flags & ImGuiInputFlags_RouteMask_) == 0)
+ 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
+
+ if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
+ if (g.NavWindow == NULL)
+ return false;
+ if (flags & ImGuiInputFlags_RouteAlways)
+ return true;
+
+ // Current score encoding (lower is highest priority):
+ // - 0: ImGuiInputFlags_RouteGlobalHigh
+ // - 1: ImGuiInputFlags_RouteFocused (if item active)
+ // - 2: ImGuiInputFlags_RouteGlobal
+ // - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
+ // - 254: ImGuiInputFlags_RouteGlobalLow
+ // - 255: none
+ int score = 255;
+ if (flags & ImGuiInputFlags_RouteFocused)
+ {
+ ImGuiWindow* location = g.CurrentWindow;
+ ImGuiWindow* focused = g.NavWindow;
+
+ if (g.ActiveId != 0 && g.ActiveId == owner_id)
+ {
+ // ActiveID gets top priority
+ // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
+ score = 1;
+ }
+ else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out
+ {
+ // Score based on distance to focused window (lower is better)
+ // Assuming both windows are submitting a routing request,
+ // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
+ // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
+ // Assuming only WindowA is submitting a routing request,
+ // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
+ for (int next_score = 3; focused != NULL; next_score++)
+ {
+ if (focused == location)
+ {
+ IM_ASSERT(next_score < 255);
+ score = (ImU8)next_score;
+ break;
+ }
+ focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
+ }
+ }
+ }
+ else
+ {
+ if (flags & ImGuiInputFlags_RouteGlobal)
+ score = 2;
+ else if (flags & ImGuiInputFlags_RouteGlobalLow)
+ score = 254;
+ else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional
+ score = 0;
+ }
+ if (score == 255)
+ return false;
+
+ // 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->RoutingNextScore = (ImU8)score;
+ }
+
+ // Return routing state for CURRENT frame
+ return routing_data->RoutingCurr == routing_id;
+}
+
+// Currently unused by core (but used by tests)
+// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
+bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
+{
+ const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
+ ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
+ return routing_data->RoutingCurr == routing_id;
+}
+
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
+ return IsKeyDown(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
+{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down)
return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
return true;
}
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{
- return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
+ return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
}
-// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
-// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership.
-bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
+// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
+bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
const ImGuiKeyData* key_data = GetKeyData(key);
- if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership)
+ if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = key_data->DownDuration;
if (t < 0.0f)
return false;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
bool pressed = (t == 0.0f);
if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
@@ -8568,17 +8786,25 @@ bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
}
-
if (!pressed)
return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
return true;
}
bool ImGui::IsKeyReleased(ImGuiKey key)
{
+ return IsKeyReleased(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
+{
const ImGuiKeyData* key_data = GetKeyData(key);
if (key_data->DownDurationPrev < 0.0f || key_data->Down)
return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
return true;
}
@@ -8586,35 +8812,62 @@ bool ImGui::IsMouseDown(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseDown[button];
+ return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
{
+ return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
+{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership)
+ if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = g.IO.MouseDownDuration[button];
- if (t == 0.0f)
- return true;
- if (repeat && t > g.IO.KeyRepeatDelay)
- return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
- return false;
+ if (t < 0.0f)
+ return false;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
+
+ const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
+ const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
+ if (!pressed)
+ return false;
+
+ if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
+ return false;
+
+ return true;
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseReleased[button];
+ return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseClickedCount[button] == 2;
+ return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
}
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
@@ -8874,12 +9127,127 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
// Clear buttons state when focus is lost
- // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
+ // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
+ // - we clear in EndFrame() and not now in order allow application/user code polling this flag
+ // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
if (g.IO.AppFocusLost)
- {
g.IO.ClearInputKeys();
- g.IO.AppFocusLost = false;
+}
+
+ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
+{
+ if (!IsNamedKeyOrModKey(key))
+ return ImGuiKeyOwner_None;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
+ ImGuiID owner_id = owner_data->OwnerCurr;
+
+ if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId)
+ if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
+ return ImGuiKeyOwner_None;
+
+ return owner_id;
+}
+
+// TestKeyOwner(..., ID) : (owner == None || owner == ID)
+// TestKeyOwner(..., None) : (owner == None)
+// TestKeyOwner(..., Any) : no owner test
+// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
+bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
+{
+ if (!IsNamedKeyOrModKey(key))
+ return true;
+
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId)
+ if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
+ return false;
+
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
+ if (owner_id == ImGuiKeyOwner_Any)
+ return (owner_data->LockThisFrame == false);
+
+ // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
+ // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
+ // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
+ if (owner_data->OwnerCurr != owner_id)
+ {
+ if (owner_data->LockThisFrame)
+ return false;
+ if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
+ return false;
}
+
+ return true;
+}
+
+// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
+// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
+// - SetKeyOwner(..., None) : clears owner
+// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
+// - SetKeyOwner(..., Any or None, Lock) : set lock
+void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
+
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
+ owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
+
+ // We cannot lock by default as it would likely break lots of legacy code.
+ // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
+ owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
+ owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
+}
+
+// This is more or less equivalent to:
+// if (IsItemHovered() || IsItemActive())
+// SetKeyOwner(key, GetItemID());
+// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
+// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
+// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
+void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = g.LastItemData.ID;
+ if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
+ return;
+ if ((flags & ImGuiInputFlags_CondMask_) == 0)
+ flags |= ImGuiInputFlags_CondDefault_;
+ if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
+ {
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
+ SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
+ }
+}
+
+// - Need to decide how to handle shortcut translations for Non-Mac <> Mac
+// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864
+bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ // 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;
+ if (!SetShortcutRouting(key_chord, owner_id, flags))
+ return false;
+
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+ if (g.IO.KeyMods != mods)
+ return false;
+
+ // Special storage location for mods
+ if (key == ImGuiKey_None)
+ key = ConvertSingleModFlagToKey(mods);
+
+ if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_))))
+ return false;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
+
+ return true;
}
@@ -9137,7 +9505,7 @@ void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, vo
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
- while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044
+ while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
@@ -9285,25 +9653,19 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
- window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
- if (g.NavId == id || g.NavAnyRequest)
- if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
- if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
- NavProcessItem();
+ if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
+ {
+ window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
+ if (g.NavId == id || g.NavAnyRequest)
+ if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+ if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
+ NavProcessItem();
+ }
// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.org/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
-
- // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
-#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
- if (id == g.DebugItemPickerBreakId)
- {
- IM_DEBUG_BREAK();
- g.DebugItemPickerBreakId = 0;
- }
-#endif
}
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
@@ -9313,12 +9675,26 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
#endif
// Clipping test
- const bool is_clipped = IsClippedEx(bb, id);
- if (is_clipped)
- return false;
+ // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
+ //const bool is_clipped = IsClippedEx(bb, id);
+ //if (is_clipped)
+ // return false;
+ const bool is_rect_visible = bb.Overlaps(window->ClipRect);
+ if (!is_rect_visible)
+ if (id == 0 || (id != g.ActiveId && id != g.NavId))
+ if (!g.LogEnabled)
+ return false;
+
+ // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (id != 0 && id == g.DebugLocateId)
+ DebugLocateItemResolveWithLastItem();
+#endif
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
+ if (is_rect_visible)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
if (IsMouseHoveringRect(bb.Min, bb.Max))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
return true;
@@ -10589,12 +10965,12 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
if (g.NavWindow != window)
SetNavWindow(window);
- // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
+ // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
g.NavId = id;
g.NavLayer = nav_layer;
- g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ g.NavFocusScopeId = g.CurrentFocusScopeId;
window->NavLastIds[nav_layer] = id;
if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
@@ -10775,7 +11151,7 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
ImGuiWindow* window = g.CurrentWindow;
result->Window = window;
result->ID = g.LastItemData.ID;
- result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ result->FocusScopeId = g.CurrentFocusScopeId;
result->InFlags = g.LastItemData.InFlags;
result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
}
@@ -10818,7 +11194,7 @@ static void ImGui::NavProcessItem()
if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
NavProcessItemForTabbingRequest(id);
}
- else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
+ else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled))
{
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (!is_tabbing)
@@ -10842,7 +11218,7 @@ static void ImGui::NavProcessItem()
if (g.NavWindow != window)
SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
g.NavLayer = window->DC.NavLayerCurrent;
- g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ g.NavFocusScopeId = g.CurrentFocusScopeId;
g.NavIdIsAlive = true;
window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
}
@@ -11034,7 +11410,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
if (window->Flags & ImGuiWindowFlags_NoNavInputs)
{
- g.NavId = g.NavFocusScopeId = 0;
+ g.NavId = 0;
+ g.NavFocusScopeId = window->NavRootFocusScopeId;
return;
}
@@ -11044,7 +11421,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
- SetNavID(0, g.NavLayer, 0, ImRect());
+ SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@@ -11054,7 +11431,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
else
{
g.NavId = window->NavLastIds[0];
- g.NavFocusScopeId = 0;
+ g.NavFocusScopeId = window->NavRootFocusScopeId;
}
}
@@ -11315,10 +11692,10 @@ void ImGui::NavUpdateCreateMoveRequest()
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
- if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
@@ -11378,7 +11755,7 @@ void ImGui::NavUpdateCreateMoveRequest()
inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
- g.NavId = g.NavFocusScopeId = 0;
+ g.NavId = 0;
}
}
@@ -11407,7 +11784,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
- const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
+ const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
@@ -11525,14 +11902,13 @@ static void ImGui::NavUpdateCancelRequest()
ImGuiContext& g = *GImGui;
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
- if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)))
+ if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
return;
IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
if (g.ActiveId != 0)
{
- if (!IsActiveIdUsingKey(ImGuiKey_Escape) && !IsActiveIdUsingKey(ImGuiKey_NavGamepadCancel))
- ClearActiveID();
+ ClearActiveID();
}
else if (g.NavLayer != ImGuiNavLayer_Main)
{
@@ -11561,7 +11937,7 @@ static void ImGui::NavUpdateCancelRequest()
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
- g.NavId = g.NavFocusScopeId = 0;
+ g.NavId = 0;
}
}
@@ -11576,10 +11952,10 @@ static float ImGui::NavUpdatePageUpPageDown()
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
return 0.0f;
- const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
- const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
- const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home);
- const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End);
+ const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
+ const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
+ const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
+ const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;
@@ -11589,9 +11965,9 @@ static float ImGui::NavUpdatePageUpPageDown()
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
- if (IsKeyPressed(ImGuiKey_PageUp, true))
+ if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
- else if (IsKeyPressed(ImGuiKey_PageDown, true))
+ else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
@@ -11779,8 +12155,10 @@ static void ImGui::NavUpdateWindowing()
// Start CTRL+Tab or Square+L/R window selection
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
- const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
- const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); // Note: enabled even without NavEnableKeyboard!
+ const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
+ const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
+ const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
+ const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
@@ -11822,17 +12200,19 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+ ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
+ IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
- if (IsKeyPressed(ImGuiKey_Tab, true))
- NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
- if (!io.KeyCtrl)
+ if (keyboard_next_window || keyboard_prev_window)
+ NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
+ else if ((io.KeyMods & shared_mods) != shared_mods)
apply_focus_window = g.NavWindowingTarget;
}
// Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
- if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt))
+ if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
{
g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard;
@@ -11841,7 +12221,8 @@ static void ImGui::NavUpdateWindowing()
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
- if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
+ // We cancel toggling nav layer if an owner has claimed the key.
+ if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
g.NavWindowingToggleLayer = false;
// Apply layer toggle on release
@@ -12273,7 +12654,6 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
}
// Render default drop visuals
- // FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
@@ -12287,6 +12667,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
return &payload;
}
+// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
+void ImGui::RenderDragDropTargetRect(const ImRect& bb)
+{
+ GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
+}
+
const ImGuiPayload* ImGui::GetDragDropPayload()
{
ImGuiContext& g = *GImGui;
@@ -15379,8 +15765,17 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
if (node->IsSplitNode())
IM_ASSERT(node->TabBar == NULL);
if (node->IsRootNode())
- if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window)
- node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID;
+ if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
+ while (p_window != NULL && p_window->DockNode != NULL)
+ {
+ ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
+ if (p_node == node)
+ {
+ node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
+ break;
+ }
+ p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
+ }
// Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
ImGuiDockNode* central_node = node->CentralNode;
@@ -16600,7 +16995,8 @@ ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVe
if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
return hovered_node;
- return NULL;
+ // This means we are hovering over the splitter/spacing of a parent node
+ return node;
}
//-----------------------------------------------------------------------------
@@ -17469,17 +17865,19 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
const bool do_preview = payload->IsPreview() || payload->IsDelivery();
if (do_preview && (node != NULL || dock_into_floating_window))
{
+ // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
ImGuiDockPreviewData split_inner;
ImGuiDockPreviewData split_outer;
ImGuiDockPreviewData* split_data = &split_inner;
- if (node && (node->ParentNode || node->IsCentralNode()))
+ if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
{
DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
if (split_outer.IsSplitDirExplicit)
split_data = &split_outer;
}
- DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
+ if (!node || node->IsLeafNode())
+ DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
if (split_data == &split_outer)
split_inner.IsDropAllowed = false;
@@ -18445,7 +18843,44 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop();
}
- // Misc Details
+ if (TreeNode("Key Owners & Shortcut Routing"))
+ {
+ TextUnformatted("Key Owners:");
+ if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
+ {
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
+ if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
+ continue;
+ Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
+ owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
+ DebugLocateItemOnHover(owner_data->OwnerCurr);
+ }
+ EndListBox();
+ }
+ TextUnformatted("Shortcut Routing:");
+ if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
+ {
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+ for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
+ {
+ char key_chord_name[64];
+ ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
+ GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
+ Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
+ DebugLocateItemOnHover(routing_data->RoutingCurr);
+ idx = routing_data->NextEntryIndex;
+ }
+ }
+ EndListBox();
+ }
+ Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
+ TreePop();
+ }
+
if (TreeNode("Internal state"))
{
Text("WINDOWING");
@@ -18461,21 +18896,20 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("ITEMS");
Indent();
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
+ DebugLocateItemOnHover(g.ActiveId);
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
-
- int active_id_using_key_input_count = 0;
- for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
- active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0;
- Text("ActiveIdUsing: NavDirMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingNavDirMask, active_id_using_key_input_count);
+ Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+ DebugLocateItemOnHover(g.DragDropPayload.SourceId);
Unindent();
Text("NAV,FOCUS");
Indent();
Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+ DebugLocateItemOnHover(g.NavId);
Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
@@ -18614,7 +19048,7 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
if (node->Windows.Size > 0)
open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
else
- open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+ open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
if (!is_alive) { PopStyleColor(); }
if (is_active && IsItemHovered())
if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
@@ -19012,13 +19446,10 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
{
ImRect r = window->NavRectRel[layer];
if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
- {
BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
- continue;
- }
- BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
- if (IsItemHovered())
- GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
+ else
+ BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
+ DebugLocateItemOnHover(window->NavLastIds[layer]);
}
BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
@@ -19080,7 +19511,7 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi
}
//-----------------------------------------------------------------------------
-// [SECTION] DEBUG LOG
+// [SECTION] DEBUG LOG WINDOW
//-----------------------------------------------------------------------------
void ImGui::DebugLog(const char* fmt, ...)
@@ -19099,6 +19530,7 @@ void ImGui::DebugLogV(const char* fmt, va_list args)
g.DebugLogBuf.appendfv(fmt, args);
if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
+ g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
}
void ImGui::ShowDebugLogWindow(bool* p_open)
@@ -19125,12 +19557,38 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
if (SmallButton("Clear"))
+ {
g.DebugLogBuf.clear();
+ g.DebugLogIndex.clear();
+ }
SameLine();
if (SmallButton("Copy"))
SetClipboardText(g.DebugLogBuf.c_str());
BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
- TextUnformatted(g.DebugLogBuf.begin(), g.DebugLogBuf.end()); // FIXME-OPT: Could use a line index, but TextUnformatted() has a semi-decent fast path for large text.
+
+ ImGuiListClipper clipper;
+ clipper.Begin(g.DebugLogIndex.size());
+ while (clipper.Step())
+ for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+ {
+ const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
+ const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
+ TextUnformatted(line_begin, line_end);
+ ImRect text_rect = g.LastItemData.Rect;
+ if (IsItemHovered())
+ for (const char* p = line_begin; p < line_end - 10; p++)
+ {
+ ImGuiID id = 0;
+ if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
+ continue;
+ ImVec2 p0 = CalcTextSize(line_begin, p);
+ ImVec2 p1 = CalcTextSize(p, p + 10);
+ g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
+ if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
+ DebugLocateItemOnHover(id);
+ p += 10;
+ }
+ }
if (GetScrollY() >= GetScrollMaxY())
SetScrollHereY(1.0f);
EndChild();
@@ -19142,6 +19600,38 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
//-----------------------------------------------------------------------------
+static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
+
+void ImGui::DebugLocateItem(ImGuiID target_id)
+{
+ ImGuiContext& g = *GImGui;
+ g.DebugLocateId = target_id;
+ g.DebugLocateFrames = 2;
+}
+
+void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
+{
+ if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ return;
+ ImGuiContext& g = *GImGui;
+ DebugLocateItem(target_id);
+ GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
+}
+
+void ImGui::DebugLocateItemResolveWithLastItem()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiLastItemData item_data = g.LastItemData;
+ g.DebugLocateId = 0;
+ ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
+ ImRect r = item_data.Rect;
+ r.Expand(3.0f);
+ ImVec2 p1 = g.IO.MousePos;
+ ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
+ draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
+ draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
+}
+
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
void ImGui::UpdateDebugToolItemPicker()
{
diff --git a/imgui/imgui.h b/imgui/imgui.h
index c60eced9..a625fa71 100644
--- a/imgui/imgui.h
+++ b/imgui/imgui.h
@@ -23,7 +23,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89 WIP"
-#define IMGUI_VERSION_NUM 18832
+#define IMGUI_VERSION_NUM 18837
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@@ -520,7 +520,7 @@ namespace ImGui
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
- // Widgets: Combo Box
+ // Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
@@ -1404,8 +1404,9 @@ enum ImGuiSortDirection_
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
-// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
-// Keys value >= 512 are named keys (>= 1.87)
+// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
+// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
+// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
enum ImGuiKey : int
{
// Keyboard
@@ -2089,6 +2090,7 @@ struct ImGuiIO
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
+ // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
@@ -3217,21 +3219,21 @@ namespace ImGui
// OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.88 (from May 2022)
- static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
- static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
+ static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
+ static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
// OBSOLETED in 1.86 (from November 2021)
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
// OBSOLETED in 1.85 (from August 2021)
- static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
+ static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
// OBSOLETED in 1.81 (from February 2021)
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
- static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
- static inline void ListBoxFooter() { EndListBox(); }
- // OBSOLETED in 1.79 (from August 2020)
- static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
+ static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
+ static inline void ListBoxFooter() { EndListBox(); }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
- // [OBSOLETED in 1.78 (from June 2020] Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
+ //-- OBSOLETED in 1.79 (from August 2020)
+ //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
+ //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
@@ -3244,7 +3246,7 @@ namespace ImGui
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
- // [OBSOLETED in 1.77 and before]
+ //-- OBSOLETED in 1.77 and before
//static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
@@ -3252,6 +3254,7 @@ namespace ImGui
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
+ //-- OBSOLETED in 1.60 and before
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
@@ -3267,6 +3270,7 @@ namespace ImGui
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
+ //-- OBSOLETED in 1.50 and before
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
diff --git a/imgui/imgui_demo.cpp b/imgui/imgui_demo.cpp
index fae9090b..9b3cd3e7 100644
--- a/imgui/imgui_demo.cpp
+++ b/imgui/imgui_demo.cpp
@@ -1142,6 +1142,7 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Combo");
if (ImGui::TreeNode("Combo"))
{
+ // Combo Boxes are also called "Dropdown" in other systems
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
@@ -5839,7 +5840,7 @@ static void ShowDemoWindowInputs()
const ImGuiKey key_first = (ImGuiKey)0;
//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
#endif
- ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
+ ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
diff --git a/imgui/imgui_internal.h b/imgui/imgui_internal.h
index ea262a76..7a91cd2b 100644
--- a/imgui/imgui_internal.h
+++ b/imgui/imgui_internal.h
@@ -153,7 +153,7 @@ typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // E
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
-typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx()
+typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
@@ -312,6 +312,7 @@ namespace ImStb
// - Helper: ImSpan<>, ImSpanAllocator<>
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
+// - Helper: ImGuiTextIndex
//-----------------------------------------------------------------------------
// Helpers: Hashing
@@ -345,6 +346,7 @@ IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end
IMGUI_API void ImStrTrimBlanks(char* str);
IMGUI_API const char* ImStrSkipBlank(const char* str);
IM_MSVC_RUNTIME_CHECKS_OFF
+static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
@@ -703,6 +705,20 @@ struct ImChunkStream
};
+// Helper: ImGuiTextIndex<>
+// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
+struct ImGuiTextIndex
+{
+ ImVector<int> LineOffsets;
+ int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
+
+ void clear() { LineOffsets.clear(); EndOffset = 0; }
+ int size() { return LineOffsets.Size; }
+ const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }
+ const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }
+ void append(const char* base, int old_size, int new_size);
+};
+
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
@@ -808,6 +824,7 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
+ ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
@@ -843,8 +860,10 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
- ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated
+ ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
+ ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
+ ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,
};
@@ -874,6 +893,7 @@ enum ImGuiSelectableFlagsPrivate_
ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f
+ ImGuiSelectableFlags_NoSetKeyOwner = 1 << 28, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
};
// Extend ImGuiTreeNodeFlags_
@@ -1274,17 +1294,94 @@ struct ImGuiInputEvent
ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
};
-// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed)
+// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
+#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
+#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner.
+
+typedef ImS16 ImGuiKeyRoutingIndex;
+
+// Routing table entry (sizeof() == 16 bytes)
+struct ImGuiKeyRoutingData
+{
+ ImGuiKeyRoutingIndex NextEntryIndex;
+ ImU16 Mods;
+ ImU8 RoutingNextScore; // Lower is better (0: perfect score)
+ ImGuiID RoutingCurr;
+ ImGuiID RoutingNext;
+
+ ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
+};
+
+// Routing table maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
+// Stored in main context (1 instance)
+struct ImGuiKeyRoutingTable
+{
+ ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]
+ ImVector<ImGuiKeyRoutingData> Entries;
+ ImVector<ImGuiKeyRoutingData> EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer)
+
+ ImGuiKeyRoutingTable() { Clear(); }
+ void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }
+};
+
+// This extend ImGuiKeyData but only for named keys (legacy keys don't support the new features)
+// Stored in main context (1 per named key). In the future might be merged into ImGuiKeyData.
+struct ImGuiKeyOwnerData
+{
+ ImGuiID OwnerCurr;
+ ImGuiID OwnerNext;
+ bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
+ bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
+
+ ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }
+};
+
+// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
enum ImGuiInputFlags_
{
- // Flags for IsKeyPressedEx()
+ // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
+
+ // Flags for SetItemKeyOwner()
+ ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both)
+ ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both)
+ ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
+ ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
+
+ // Flags for SetKeyOwner(), SetItemKeyOwner()
+ ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
+ ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when key is released or at end of frame is not down. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
+
+ // Routing policies for Shortcut() + low-level SetShortcutRouting()
+ // - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
+ // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
+ // allowing the system to decide where to route the input among other route-aware calls.
+ // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
+ // will register a route and only succeed when parent window is in the focus stack and if no-one
+ // with a higher priority is claiming the shortcut.
+ // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
+ // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
+ // - Can select only 1 policy among all available.
+ ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
+ ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
+ ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
+ ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
+ ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
+ ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
+ ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
+ ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
+
+ // [Internal] Mask of which function support which flags
+ ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
+ ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
+ ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
+ ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
};
//-----------------------------------------------------------------------------
@@ -1821,8 +1918,6 @@ struct ImGuiContext
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
bool HoveredIdAllowOverlap;
- bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.
- bool HoveredIdPreviousFrameUsingMouseWheel;
bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
@@ -1846,15 +1941,22 @@ struct ImGuiContext
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
- // Input Ownership
+ // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system
+ // - The idea is that instead of "eating" a given key, we can link to an owner.
+ // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
+ // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
+ ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
+ ImGuiKeyRoutingTable KeysRoutingTable;
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
- ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
+ bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);'
#endif
// Next window/item data
+ ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back()
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
+ ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
@@ -1863,7 +1965,7 @@ struct ImGuiContext
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
- ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
+ ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
@@ -1927,6 +2029,8 @@ struct ImGuiContext
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
+ ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)
+ ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
@@ -2043,6 +2147,8 @@ struct ImGuiContext
// Debug Tools
ImGuiDebugLogFlags DebugLogFlags;
ImGuiTextBuffer DebugLogBuf;
+ ImGuiTextIndex DebugLogIndex;
+ ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImU8 DebugItemPickerMouseButton;
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
@@ -2087,7 +2193,6 @@ struct ImGuiContext
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
- HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ActiveId = 0;
@@ -2111,11 +2216,12 @@ struct ImGuiContext
LastActiveIdTimer = 0.0f;
ActiveIdUsingNavDirMask = 0x00;
- ActiveIdUsingKeyInputMask.ClearAllBits();
+ ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ActiveIdUsingNavInputMask = 0x00;
#endif
+ CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None;
BeginMenuCount = 0;
@@ -2151,6 +2257,8 @@ struct ImGuiContext
NavTabbingDir = 0;
NavTabbingCounter = 0;
+ ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab;
+ ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
@@ -2213,6 +2321,8 @@ struct ImGuiContext
LogDepthToExpand = LogDepthToExpandDefault = 2;
DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
+ DebugLocateId = 0;
+ DebugLocateFrames = 0;
DebugItemPickerActive = false;
DebugItemPickerMouseButton = ImGuiMouseButton_Left;
DebugItemPickerBreakId = 0;
@@ -2255,7 +2365,6 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
- ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
@@ -2383,6 +2492,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
+ ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
@@ -2945,14 +3055,6 @@ namespace ImGui
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
- // Focus Scope (WIP)
- // This is generally used to identify a selection set (multiple of which may be in the same window), as selection
- // patterns generally need to react (e.g. clear selection) when landing on an item of the set.
- IMGUI_API void PushFocusScope(ImGuiID id);
- IMGUI_API void PopFocusScope();
- inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
- inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
-
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
@@ -2971,21 +3073,59 @@ namespace ImGui
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);
- IMGUI_API void SetItemUsingMouseWheel();
- IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
- inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
- inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
- inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
- IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0);
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
-#endif
+ IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
+ inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
+
+ // [EXPERIMENTAL] Low-Level: Key/Input Ownership
+ // - The idea is that instead of "eating" a given input, we can link to an owner.
+ // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
+ // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
+ // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
+ // - Input ownership is automatically released on the frame after a key is released. Therefore:
+ // - for ownership registration happening a result of a down/press event, the SetKeyOwner() call may be done once (common case).
+ // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
+ // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
+ // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
+ // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
+ IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
+ IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+ IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
+ IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
+ inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
+
+ // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
+ // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
+ // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
+ // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
+ // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
+ // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
+ IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
+ IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
+ IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
+ IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
+ IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+ IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
+
+ // [EXPERIMENTAL] Shortcut Routing
+ // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
+ // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
+ // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
+ // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
+ // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
+ // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
+ // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
+ // - Multiple read sites may use a same owner and will all get the granted route.
+ // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
+ 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 TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
+ IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// Docking
// (some functions are only declared in imgui.cpp, see Docking section)
@@ -3039,11 +3179,24 @@ namespace ImGui
IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
IMGUI_API void DockBuilderFinish(ImGuiID node_id);
+ // [EXPERIMENTAL] Focus Scope
+ // This is generally used to identify a unique input location (for e.g. a selection set)
+ // There is one per window (automatically set in Begin), but:
+ // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
+ // So in order to identify a set multiple lists in same window may each need a focus scope.
+ // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
+ // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
+ // We don't use the ID Stack for this as it is common to want them separate.
+ IMGUI_API void PushFocusScope(ImGuiID id);
+ IMGUI_API void PopFocusScope();
+ inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
+
// Drag and Drop
IMGUI_API bool IsDragDropActive();
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
+ IMGUI_API void RenderDragDropTargetRect(const ImRect& bb);
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
@@ -3228,6 +3381,9 @@ namespace ImGui
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+ IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
+ IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
+ IMGUI_API void DebugLocateItemResolveWithLastItem();
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
@@ -3252,6 +3408,7 @@ namespace ImGui
// Obsolete functions
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
@@ -3262,6 +3419,9 @@ namespace ImGui
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
+#endif
} // namespace ImGui
diff --git a/imgui/imgui_tables.cpp b/imgui/imgui_tables.cpp
index 64fc7ecb..d5f93f4b 100644
--- a/imgui/imgui_tables.cpp
+++ b/imgui/imgui_tables.cpp
@@ -1171,8 +1171,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
+ ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
- KeepAliveID(column_id);
bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
@@ -4022,8 +4022,7 @@ void ImGui::EndColumns()
const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
- KeepAliveID(column_id);
- if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test
+ if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
continue;
bool hovered = false, held = false;
diff --git a/imgui/imgui_widgets.cpp b/imgui/imgui_widgets.cpp
index ffe294dc..188c9932 100644
--- a/imgui/imgui_widgets.cpp
+++ b/imgui/imgui_widgets.cpp
@@ -41,7 +41,6 @@ Index of this file:
#include "imgui_internal.h"
// System includes
-#include <ctype.h> // toupper
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
@@ -542,18 +541,20 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
hovered = false;
// Mouse handling
+ const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
// Poll buttons
int mouse_button_clicked = -1;
- if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
- else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
- else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
-
+ if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; }
if (mouse_button_clicked != -1 && g.ActiveId != id)
{
+ if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
+ SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
{
SetActiveID(id, window);
@@ -578,9 +579,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (flags & ImGuiButtonFlags_PressedOnRelease)
{
int mouse_button_released = -1;
- if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
- else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
- else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
+ if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; }
if (mouse_button_released != -1)
{
const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
@@ -595,7 +596,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))
- if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))
+ if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))
pressed = true;
}
@@ -641,8 +642,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
const int mouse_button = g.ActiveIdMouseButton;
- IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
- if (g.IO.MouseDown[mouse_button])
+ if (IsMouseDown(mouse_button, test_owner_id))
{
held = true;
}
@@ -655,7 +655,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Report as pressed when releasing the mouse (this is the most common path)
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;
bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
- if (!is_double_click_release && !is_repeating_already)
+ bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
+ if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
pressed = true;
}
ClearActiveID();
@@ -932,8 +933,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
if (window->SkipItems)
return false;
- KeepAliveID(id);
-
const float bb_frame_width = bb_frame.GetWidth();
const float bb_frame_height = bb_frame.GetHeight();
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
@@ -965,6 +964,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false;
bool hovered = false;
+ ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);
@@ -1484,11 +1484,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
- g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
- bool item_add = ItemAdd(bb, id);
- g.CurrentItemFlags = item_flags_backup;
- if (!item_add)
+ if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
return false;
bool hovered, held;
@@ -1759,7 +1755,7 @@ bool ImGui::BeginComboPreview()
ImGuiWindow* window = g.CurrentWindow;
ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
- if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result
+ if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
return false;
IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?
if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional)
@@ -2353,9 +2349,11 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
{
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
- const bool clicked = (hovered && g.IO.MouseClicked[0]);
- const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2);
+ const bool clicked = hovered && IsMouseClicked(0, id);
+ const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id);
+ if (make_active && (clicked || double_clicked))
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
temp_input_is_active = true;
@@ -2944,8 +2942,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
{
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
- const bool clicked = (hovered && g.IO.MouseClicked[0]);
+ const bool clicked = hovered && IsMouseClicked(0, id);
const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id);
+ if (make_active && clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)
temp_input_is_active = true;
@@ -3104,8 +3104,11 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id);
- if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)
+ const bool clicked = hovered && IsMouseClicked(0, id);
+ if (clicked || g.NavActivateId == id || g.NavActivateInputId == id)
{
+ if (clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
@@ -4101,23 +4104,27 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
-
+ }
+ if (g.ActiveId == id)
+ {
// Declare our inputs
+ if (user_clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
- SetActiveIdUsingKey(ImGuiKey_Escape);
- SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);
- SetActiveIdUsingKey(ImGuiKey_Home);
- SetActiveIdUsingKey(ImGuiKey_End);
+ SetKeyOwner(ImGuiKey_Escape, id);
+ SetKeyOwner(ImGuiKey_NavGamepadCancel, id);
+ SetKeyOwner(ImGuiKey_Home, id);
+ SetKeyOwner(ImGuiKey_End, id);
if (is_multiline)
{
- SetActiveIdUsingKey(ImGuiKey_PageUp);
- SetActiveIdUsingKey(ImGuiKey_PageDown);
+ SetKeyOwner(ImGuiKey_PageUp, id);
+ SetKeyOwner(ImGuiKey_PageDown, id);
}
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
{
- SetActiveIdUsingKey(ImGuiKey_Tab);
+ SetKeyOwner(ImGuiKey_Tab, id);
}
}
@@ -4288,25 +4295,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_osx = io.ConfigMacOSXBehaviors;
- const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiMod_Super | ImGuiMod_Shift));
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
- const bool is_ctrl_key_only = (io.KeyMods == ImGuiMod_Ctrl);
- const bool is_shift_key_only = (io.KeyMods == ImGuiMod_Shift);
- const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiMod_Super) : (io.KeyMods == ImGuiMod_Ctrl);
- const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
- const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
- const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;
- const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);
- const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
- const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A);
+ // Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
+ // Otherwise we could simply assume that we own the keys as we are active.
+ const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat;
+ const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly;
+ const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable;
+ const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable;
+ const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat);
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
- const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false));
+ const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false));
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
@@ -4860,6 +4866,7 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
ImStb::STB_TexteditState* stb_state = &state->Stb;
ImStb::StbUndoState* undo_state = &stb_state->undostate;
Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
+ DebugLocateItemOnHover(state->ID);
Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end);
Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state
@@ -6328,6 +6335,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
+ if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
@@ -6344,7 +6352,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
// - (2) usage will fail with clipped items
// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
- if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)
+ if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
if (g.NavJustMovedToId == id)
selected = pressed = true;
@@ -6353,7 +6361,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
- SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
+ SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
g.NavDisableHighlight = true;
}
}
@@ -6844,7 +6852,7 @@ void ImGui::EndMenuBar()
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
- IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
+ IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
@@ -6978,9 +6986,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
// The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
- ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
- flags |= ImGuiWindowFlags_ChildWindow;
+ window_flags |= ImGuiWindowFlags_ChildWindow;
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
@@ -6988,7 +6996,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (g.MenusIdSubmittedThisFrame.contains(id))
{
if (menu_is_open)
- menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+ menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
else
g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
return menu_is_open;
@@ -7014,7 +7022,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
BeginDisabled();
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
bool pressed;
- const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;
+
+ // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+ const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
@@ -7125,23 +7135,23 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
PopID();
- if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
+ if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
- // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
+ // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
- return false;
}
-
- menu_is_open |= want_open;
- if (want_open)
+ else if (want_open)
+ {
+ menu_is_open = true;
OpenPopup(label);
+ }
if (menu_is_open)
{
ImGuiLastItemData last_item_in_parent = g.LastItemData;
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
- menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+ menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
PopStyleVar();
if (menu_is_open)
{
@@ -7206,7 +7216,8 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
if (!enabled)
BeginDisabled();
- const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;
+ // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+ const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
@@ -7218,7 +7229,8 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
PopStyleVar();
- RenderText(text_pos, label);
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
+ RenderText(text_pos, label);
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
@@ -7232,17 +7244,20 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
- RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
- if (icon_w > 0.0f)
- RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
- if (shortcut_w > 0.0f)
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
{
- PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
- RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
- PopStyleColor();
+ RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
+ if (icon_w > 0.0f)
+ RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
+ if (shortcut_w > 0.0f)
+ {
+ PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
+ RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
+ PopStyleColor();
+ }
+ if (selected)
+ RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
- if (selected)
- RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
if (!enabled)
@@ -8119,7 +8134,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if (p_open && !*p_open)
{
- ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);
+ ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
return false;
}
@@ -8202,7 +8217,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{
- ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);
+ ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
if (is_tab_button)
return false;
return tab_contents_visible;
diff --git a/profiler/src/imgui/imgui_impl_glfw.cpp b/profiler/src/imgui/imgui_impl_glfw.cpp
index e996fa63..d669b59b 100644
--- a/profiler/src/imgui/imgui_impl_glfw.cpp
+++ b/profiler/src/imgui/imgui_impl_glfw.cpp
@@ -21,10 +21,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
-// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
@@ -64,9 +68,6 @@
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
#endif
// GLFW
@@ -82,27 +83,29 @@
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
-#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
-#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
-#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
-#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
-#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
-#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
-#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
-#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
-#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
-#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
-#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+// We gather version tests as define in order to easily see which features are version-dependent.
+#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
+#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
+#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
+#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
+#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
+#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
-#define GLFW_HAS_NEW_CURSORS (0)
+#define GLFW_HAS_NEW_CURSORS (0)
#endif
-#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
-#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
+#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
+#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
-#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
+#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
-#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
-#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
// GLFW data
enum GlfwClientApi
@@ -123,6 +126,9 @@ struct ImGui_ImplGlfw_Data
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool WantUpdateMonitors;
+#ifdef _WIN32
+ WNDPROC GlfwWndProc;
+#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
@@ -146,7 +152,7 @@ struct ImGui_ImplGlfw_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
- return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
@@ -294,16 +300,16 @@ static int ImGui_ImplGlfw_KeyToModifier(int key)
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
{
ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
- io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
- io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
- io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
+ io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW_MOD_SUPER) != 0);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
@@ -316,7 +322,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
@@ -325,7 +331,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
-#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
+#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
@@ -354,7 +360,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackKey != nullptr && window == bd->Window)
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
@@ -366,7 +372,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
- bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL;
+ bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
@@ -379,7 +385,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO();
@@ -389,8 +395,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->Window)
bd->PrevUserCallbackCursorPos(window, x, y);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -409,8 +417,10 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
ImGuiIO& io = ImGui::GetIO();
if (entered)
@@ -421,7 +431,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
else if (!entered && bd->MouseWindow == window)
{
bd->LastValidMousePos = io.MousePos;
- bd->MouseWindow = NULL;
+ bd->MouseWindow = nullptr;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
}
@@ -429,7 +439,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
+ if (bd->PrevUserCallbackChar != nullptr && window == bd->Window)
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
@@ -474,20 +484,21 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
bd->InstalledCallbacks = false;
- bd->PrevUserCallbackWindowFocus = NULL;
- bd->PrevUserCallbackCursorEnter = NULL;
- bd->PrevUserCallbackCursorPos = NULL;
- bd->PrevUserCallbackMousebutton = NULL;
- bd->PrevUserCallbackScroll = NULL;
- bd->PrevUserCallbackKey = NULL;
- bd->PrevUserCallbackChar = NULL;
- bd->PrevUserCallbackMonitor = NULL;
+ bd->PrevUserCallbackWindowFocus = nullptr;
+ bd->PrevUserCallbackCursorEnter = nullptr;
+ bd->PrevUserCallbackCursorPos = nullptr;
+ bd->PrevUserCallbackMousebutton = nullptr;
+ bd->PrevUserCallbackScroll = nullptr;
+ bd->PrevUserCallbackKey = nullptr;
+ bd->PrevUserCallbackChar = nullptr;
+ bd->PrevUserCallbackMonitor = nullptr;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
@@ -511,8 +522,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
- // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
+ // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
@@ -529,6 +540,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
+#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5785)
+ (void)glfwGetError(NULL);
+#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
@@ -572,7 +586,7 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownPlatformInterface();
@@ -583,8 +597,8 @@ void ImGui_ImplGlfw_Shutdown()
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
- io.BackendPlatformName = NULL;
- io.BackendPlatformUserData = NULL;
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
IM_DELETE(bd);
}
@@ -594,6 +608,12 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ {
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ return;
+ }
+
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
for (int n = 0; n < platform_io.Viewports.Size; n++)
@@ -614,7 +634,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
- if (bd->MouseWindow == NULL)
+ if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
@@ -690,7 +710,7 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
@@ -712,10 +732,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
@@ -777,7 +797,7 @@ void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
@@ -816,8 +836,8 @@ struct ImGui_ImplGlfw_ViewportData
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
- ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
- ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); }
+ ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
+ ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
@@ -879,8 +899,8 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
- GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL;
- vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
+ GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
+ vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
viewport->PlatformHandle = (void*)vd->Window;
#ifdef _WIN32
@@ -928,18 +948,18 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
glfwDestroyWindow(vd->Window);
}
- vd->Window = NULL;
+ vd->Window = nullptr;
IM_DELETE(vd);
}
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+ viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
-static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (msg == WM_NCHITTEST)
{
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
@@ -950,7 +970,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
}
- return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
+ return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
@@ -971,9 +991,10 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
// GLFW hack: install hook for WM_NCHITTEST message handler
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
- if (g_GlfwWndProc == NULL)
- g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
+ if (bd->GlfwWndProc == nullptr)
+ bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
#endif
diff --git a/profiler/src/imgui/imgui_impl_glfw.h b/profiler/src/imgui/imgui_impl_glfw.h
index b96f3ee2..6a520e44 100644
--- a/profiler/src/imgui/imgui_impl_glfw.h
+++ b/profiler/src/imgui/imgui_impl_glfw.h
@@ -18,10 +18,6 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
-// About GLSL version:
-// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
-// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
-
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
diff --git a/profiler/src/imgui/imgui_impl_opengl3.cpp b/profiler/src/imgui/imgui_impl_opengl3.cpp
index b7587d0e..9624a8dd 100644
--- a/profiler/src/imgui/imgui_impl_opengl3.cpp
+++ b/profiler/src/imgui/imgui_impl_opengl3.cpp
@@ -16,6 +16,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
@@ -58,7 +60,7 @@
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
-// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
@@ -108,9 +110,6 @@
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
#endif
// GL includes
@@ -180,6 +179,15 @@
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
+// [Debugging]
+//#define IMGUI_IMPL_OPENGL_DEBUG
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+#include <stdio.h>
+#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
+#else
+#define GL_CALL(_CALL) _CALL // Call without error check
+#endif
+
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
@@ -205,7 +213,7 @@ struct ImGui_ImplOpenGL3_Data
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
- return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
@@ -240,7 +248,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
@@ -276,11 +284,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
- //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#else
bd->GlVersion = 200; // GLES 2
#endif
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+ printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
+#endif
+
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@@ -288,8 +299,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
- // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
- if (glsl_version == NULL)
+ // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
+ if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
@@ -318,7 +329,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
- if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
+ if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
@@ -332,20 +343,20 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
- IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
- io.BackendRendererName = NULL;
- io.BackendRendererUserData = NULL;
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
@@ -384,7 +395,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
@@ -414,14 +425,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
- glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
- glEnableVertexAttribArray(bd->AttribLocationVtxPos);
- glEnableVertexAttribArray(bd->AttribLocationVtxUV);
- glEnableVertexAttribArray(bd->AttribLocationVtxColor);
- glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+ GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
+ GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
}
// OpenGL3 Render function.
@@ -481,7 +492,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
- glGenVertexArrays(1, &vertex_array_object);
+ GL_CALL(glGenVertexArrays(1, &vertex_array_object));
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
@@ -505,26 +516,26 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
- glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
}
- glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
+ GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
+ GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
}
else
{
- glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@@ -542,23 +553,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
- glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
+ GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
// Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
- glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
+ GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
else
#endif
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
+ GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
}
}
// Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
- glDeleteVertexArrays(1, &vertex_array_object);
+ GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
#endif
// Restore modified GL state
@@ -611,21 +622,21 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &bd->FontTexture);
- glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+ GL_CALL(glGenTextures(1, &bd->FontTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
@@ -655,7 +666,7 @@ static bool CheckShader(GLuint handle, const char* desc)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
- glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
@@ -674,7 +685,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
- glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
@@ -798,8 +809,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
// Select shaders matching our GLSL versions
- const GLchar* vertex_shader = NULL;
- const GLchar* fragment_shader = NULL;
+ const GLchar* vertex_shader = nullptr;
+ const GLchar* fragment_shader = nullptr;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
@@ -824,13 +835,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
+ glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
+ glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
diff --git a/profiler/src/imgui/imgui_impl_opengl3.h b/profiler/src/imgui/imgui_impl_opengl3.h
index 81722bdf..e00a88c8 100644
--- a/profiler/src/imgui/imgui_impl_opengl3.h
+++ b/profiler/src/imgui/imgui_impl_opengl3.h
@@ -14,7 +14,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About GLSL version:
-// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
@@ -22,7 +22,7 @@
#include "imgui.h" // IMGUI_IMPL_API
// Backend API
-IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);