forked from Green-Sky/tomato
Squashed 'external/imgui/imgui/' changes from b475309fa1e..6ccc561a2ab
6ccc561a2ab Version 1.90.6 0d483a1c89f Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) 92df32d3390 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files. 1ab1af80c74 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275) d15574ce2a5 Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275) d4495446d53 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268) 0b309471f2e Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365) 0c9c12c1bb9 InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842) 6ebbecc6a08 Realign assignments. fc4d818e170 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917) 4bb75671414 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) b30df8890de Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917) 558c57a086c Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice. 50b2ff0bf03 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534) 6ef4f67fa94 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData a60387a3c25 Backends: GLFW: Add define guards for glfw native defines. (#7536) 913151caa89 Demo: move progress bars to their own section. c895e987adf ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901) b8a44b198c9 TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937) baaaaea9e91 Demo: tweak TreeNode demo. da18fcb7aed Internals: ensure ButtonBehavior() is called with non 0 id. b720c0f541c Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854) 07e8ff9a8d4 Backends: Win32: Fixed a warning + moved header cruft below Changelog. fa0120ea5ea Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823) 361432a0bb2 TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282) eba46cb0d22 Drag and Drop: assert when nesting BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links 9ec299ebe31 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447) 7b8107e7c84 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132) 648278cd62f Examples: GLFW+WebGPU: Amends. (#7435, #7132) 80a5fdb1089 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132) f9df6bf6622 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132) git-subtree-dir: external/imgui/imgui git-subtree-split: 6ccc561a2ab497ad4ae6ee1dbd3b992ffada35cb
This commit is contained in:
@@ -1,4 +1,4 @@
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// dear imgui, v1.90.6 WIP
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// dear imgui, v1.90.6
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// (widgets code)
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/*
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@@ -509,7 +509,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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// Alternate registration spot, for when caller didn't use ItemAdd()
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if (id != 0 && g.LastItemData.ID != id)
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if (g.LastItemData.ID != id)
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IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
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#endif
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@@ -537,6 +537,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
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if (hovered)
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{
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IM_ASSERT(id != 0); // Lazily check inside rare path.
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// Poll mouse buttons
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// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
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// - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
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@@ -1289,27 +1291,47 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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if (!ItemAdd(bb, 0))
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return;
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// Fraction < 0.0f will display an indeterminate progress bar animation
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// The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
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const bool is_indeterminate = (fraction < 0.0f);
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if (!is_indeterminate)
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fraction = ImSaturate(fraction);
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// Out of courtesy we accept a NaN fraction without crashing
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fraction = ImSaturate(fraction);
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const float fraction_not_nan = (fraction == fraction) ? fraction : 0.0f;
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float fill_n0 = 0.0f;
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float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
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if (is_indeterminate)
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{
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const float fill_width_n = 0.2f;
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fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
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fill_n1 = ImSaturate(fill_n0 + fill_width_n);
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fill_n0 = ImSaturate(fill_n0);
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}
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// Render
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RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
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const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction_not_nan), bb.Max.y);
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RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction_not_nan, style.FrameRounding);
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RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
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// Default displaying the fraction as percentage string, but user can override it
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// Don't display text for indeterminate bars by default
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char overlay_buf[32];
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if (!overlay)
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if (!is_indeterminate || overlay != NULL)
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{
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ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
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overlay = overlay_buf;
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}
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if (!overlay)
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{
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ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
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overlay = overlay_buf;
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}
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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{
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float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
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RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
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}
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}
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}
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void ImGui::Bullet()
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@@ -6183,13 +6205,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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label_end = FindRenderedTextEnd(label);
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const ImVec2 label_size = CalcTextSize(label, label_end, false);
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
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// We vertically grow up to current line height up the typical widget height.
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const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
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const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
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ImRect frame_bb;
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frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
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frame_bb.Min.y = window->DC.CursorPos.y;
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frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
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frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
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frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
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if (display_frame)
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{
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@@ -6199,16 +6225,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
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}
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing
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ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
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ItemSize(ImVec2(text_width, frame_height), padding.y);
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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ImRect interact_bb = frame_bb;
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if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
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interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
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if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
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interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
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// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
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const float backup_clip_rect_min_x = window->ClipRect.Min.x;
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