Squashed 'external/imgui/imgui/' changes from 6ccc561a2ab..00ad3c65bc2
00ad3c65bc2 Version 1.90.7 f814ef816fb Commented out CaptureKeyboardFromApp(), CaptureMouseFromApp(). Commented out obsolete IsKeyPressedMap() from imgui_internal.h (can call IsKeyPressed). Comments b9084949bd7 Fixed typo in IsMouseDragging and GetMouseDragDelta's documentation. (#7620) 86931393a36 Shortcuts: Revert "SetShortcutRouting: require explicit routing. (#456) 7832e6a70e6 Shortcuts: Routing: fixed mixed keys<>chars filtering not applying on global routes. (#456, #7618) 85d982011e9 Shortcuts: fixed priority of route calculation (higher first). (#456, #7618) ce4e210dcb6 Shotcuts: renamed ImGuiInputFlags_RouteGlobalOverFocused -> ImGuiInputFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456) 5ce3d299555 Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456) 650cb51bf10 Shortcuts: renamed ImGuiInputFlags_RouteActiveItem to ImGuiInputFlags_RouteActive. (#456, #7618) ef9d525f02c Shortcuts: added ImGuiInputFlags_RouteActiveItem. (#456, #7618) + rearrange Changelog 16b72f2d210 Comments 29439bdd27c Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY and double-clicking on a border. (#1710) 374b9a7fb43 Demo: Documents: refactor + add Renaming option. (#7233) c150ad50c46 Shortcuts: claim mods ownership once pressed. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) 1002cfa6d2d Demo, Shortcut(): amend Shortcuts demo. (#456) 7c71e66370d Shortcuts, SetShortcutRouting: move ImGuiInputFlags_RouteFromRootWindow evaluation to SetShortcutRouting() for now. (#456) d5a600e9c64 Shortcuts, SetShortcutRouting: added ImGuiInputFlags_RouteFromRootWindow. Made it possible for SetShortcutRouting() to query for another location. 0eb025f4847 Internals: move ItemHandleShortcut() next to Shortcut(), it's calling it anyhow. (#456) a689fa262ae SetShortcutRouting: require explicit routing. (#456) c06e6340cde Shortcuts: added ImGuiInputFlags_Tooltip. (#456) 77e41718940 Shortcuts: added flags to SetNextItemShortcut(). (#456) 197f8904fe8 Shortcuts, Nav: make SetNextItemShortcut() work when another item is active. Made NavCalcPreferredRefPos() take account for remote activation. (#456) dc5caa483cd Demo: added "Shortcuts" section. (#456, #2637) fc512a24741 Inputs: Added Shortcut(), SetNextItemShortcut(). Added ImGuiInputFlags, ImGuiInputFlags_RouteXXXX. (#456, #2637) 85513de2476 Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456) 900b29055c5 Internals, Inputs: *Breaking* Swapped parameter order of Shortcut(). (#456) 55748cdbe12 Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit. ec1d2be96f3 Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615) 6d1a6f1c748 Internals, Inputs: Comments, alignment. 4c3eac2c10e Backends: OpenGL3: Fixed zealous warning by initializing last_pixel_unpack_buffer. (#7614) a1566c5e1ba Tables: fixed 28a283b breaking PageDown on tables with no interactive items. aa725ca79dc Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_ cd48059dc53 Tables: comments about skipping access to table data in coarse clipping path. 28a283b4603 Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine. aa5a6098ee2 Fixed typos in comments (#7599) d39ca33b63a Fixed false positive with PVS-Studio. ae8218a3eaf Inputs, Shortcut: fixes some edge cases for GetKeyChordName(), clarify that it is aimed at display. (#456) 25e279ee73f Inputs: Treat ctrl-left-click as right click when ConfigMacOSXBehaviors is set. (#2343) b4f564c1ed7 Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456) 5107e58b0f3 Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343) 8bd5d1d42f0 Inputs: Fixed swapping of keys associated to mods. Fixed warnings. (#2343, #4084, #5923, #456) 77471066471 Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456) 07dbcf1f70d Fixed typos. (#7593) 93daf232233 Examples: SDL3: updates for latest SDL3 API changes. e45efa9951a Backends: SDL3: Rename SDLK_QUOTE and SDLK_BACKQUOTE to SDLK_APOSTROPHE and SDLK_GRAVE. (#7580) 5d973a87d45 Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. af2fbf043df Backends/Internals: Don't use IME and clipboard default win32 functions when WINAPI_FAMILY_GAMES (#7585) e4576914cb9 Internals: amend f806c76 to better match docking + fixed unused static forward declaration warning. d0524df8879 Internals: slight refactor FindHoveredWindow() -> FindHoveredWindowEx() toward reducing far-away code duplication. f806c76e97b Tables, Dpi: added dummy g.DpiScale storage (to be altered in docking), using to scale tables border hit thickness. f0912833ba9 Update FAQ.md (#7581) ac90e1bd5bd Backends: Win32: replace bd != nullptr assert with early out. (#6275) 0a5d40a0161 Update FAQ.md d06b8b58d84 Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. 5e236804541 Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller code and compiled version of dear imgui. (#7568) 510eb8f4801 Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) f48aae600a2 Version 1.90.7 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 00ad3c65bc256a16521288505f26fb335440f8f5
This commit is contained in:
@@ -1,4 +1,4 @@
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// dear imgui, v1.90.6
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// dear imgui, v1.90.7
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// (tables and columns code)
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/*
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@@ -320,6 +320,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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IM_ASSERT(inner_width >= 0.0f);
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// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
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// FIXME: coarse clipping because access to table data causes two issues:
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// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
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// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
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// The side-effects of accessing table data on coarse clip would be:
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// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
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// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
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const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
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const ImVec2 avail_size = GetContentRegionAvail();
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const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
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@@ -328,6 +334,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
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{
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ItemSize(outer_rect);
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ItemAdd(outer_rect, id);
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return false;
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}
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@@ -337,7 +344,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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// Acquire storage for the table
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ImGuiTable* table = g.Tables.GetOrAddByKey(id);
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const ImGuiTableFlags table_last_flags = table->Flags;
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// Acquire temporary buffers
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const int table_idx = g.Tables.GetIndex(table);
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@@ -355,6 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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// Initialize
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const int previous_frame_active = table->LastFrameActive;
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const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
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const ImGuiTableFlags previous_flags = table->Flags;
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table->ID = id;
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table->Flags = flags;
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table->LastFrameActive = g.FrameCount;
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@@ -401,7 +408,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
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// Reset scroll if we are reactivating it
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if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
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if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
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SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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// Create scrolling region (without border and zero window padding)
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@@ -514,7 +521,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
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inner_window->DC.CurrentTableIdx = table_idx;
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if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
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if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
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table->IsResetDisplayOrderRequest = true;
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// Mark as used to avoid GC
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@@ -1256,7 +1263,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
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// Actual columns highlight/render will be performed in EndTable() and not be affected.
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
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const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
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const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
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const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
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const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
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@@ -1433,7 +1440,7 @@ void ImGui::EndTable()
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if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
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{
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ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
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const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
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const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
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const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
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table->ResizedColumnNextWidth = new_width;
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}
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@@ -1462,7 +1469,10 @@ void ImGui::EndTable()
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// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
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if (inner_window != outer_window)
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{
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short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
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inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
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EndChild();
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inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
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}
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else
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{
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@@ -1963,7 +1973,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
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cell_bg_rect.ClipWith(table->BgClipRect);
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
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cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
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window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
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if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
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window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
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}
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}
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@@ -2925,6 +2936,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
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}
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// Write output
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// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
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ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
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if (dirty && sort_specs != NULL)
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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@@ -2985,7 +2997,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
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// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
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// The intent is that advanced users willing to create customized headers would not need to use this helper
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// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
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// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
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// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
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// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
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// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
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@@ -3302,7 +3314,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
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// FIXME: Individual line clipping for right-most column is broken for negative angles.
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ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
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float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text.
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float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
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float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
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ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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@@ -4040,7 +4052,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
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return offset / (columns->OffMaxX - columns->OffMinX);
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}
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static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
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static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
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static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
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{
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@@ -4051,7 +4063,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
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IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
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IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
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if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
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@@ -4366,7 +4378,7 @@ void ImGui::EndColumns()
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ImGuiOldColumnData* column = &columns->Columns[n];
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
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const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
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const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
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if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
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continue;
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