Browse Source

Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
ocornut 2 years ago
parent
commit
f6feddd1ee
9 changed files with 125 additions and 39 deletions
  1. 1 2
      .gitignore
  2. 23 0
      docs/CHANGELOG.txt
  3. 19 7
      imgui.cpp
  4. 8 5
      imgui.h
  5. 60 15
      imgui_demo.cpp
  6. 1 1
      imgui_draw.cpp
  7. 1 1
      imgui_internal.h
  8. 1 1
      imgui_tables.cpp
  9. 11 7
      imgui_widgets.cpp

+ 1 - 2
.gitignore

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

+ 23 - 0
docs/CHANGELOG.txt

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

+ 19 - 7
imgui.cpp

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

+ 8 - 5
imgui.h

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

+ 60 - 15
imgui_demo.cpp

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

+ 1 - 1
imgui_draw.cpp

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

+ 1 - 1
imgui_internal.h

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

+ 1 - 1
imgui_tables.cpp

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

+ 11 - 7
imgui_widgets.cpp

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