فهرست منبع

Updated ImGui.

Бранимир Караџић 7 سال پیش
والد
کامیت
0f89de4a47

+ 44 - 11
3rdparty/dear-imgui/imgui.cpp

@@ -43,6 +43,7 @@ DOCUMENTATION
   - How can I load multiple fonts?
   - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
   - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+  - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
   - I integrated Dear ImGui in my engine and the text or lines are blurry..
   - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
   - How can I help?
@@ -818,8 +819,23 @@ CODE
       (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
       Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
     - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
-    - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
-      and then call your rendered code with your own ImDrawList or ImDrawData data.
+    - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create  
+      your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
+
+ Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
+ A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
+      (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
+    - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) 
+      This is the preferred solution for developer productivity. 
+      In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
+      and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect 
+      to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
+      Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
+    - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends 
+      the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
+    - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate 
+      for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
+      for screen real-estate and precision.
 
  Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
  A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
@@ -6549,20 +6565,31 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
     if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
     {
         //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
-        ClosePopupToLevel(popup_count_to_keep);
+        ClosePopupToLevel(popup_count_to_keep, false);
     }
 }
 
-void ImGui::ClosePopupToLevel(int remaining)
+void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
 {
     IM_ASSERT(remaining >= 0);
     ImGuiContext& g = *GImGui;
     ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
-    if (g.NavLayer == 0)
-        focus_window = NavRestoreLastChildNavWindow(focus_window);
-    FocusWindow(focus_window);
-    focus_window->DC.NavHideHighlightOneFrame = true;
     g.OpenPopupStack.resize(remaining);
+
+    // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
+    // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
+    // The current code will set focus to the parent of the popup window which is incorrect. 
+    // It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window, 
+    // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
+    // However if the clicked window has the _NoMove flag set we would be left with B focused.
+    // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
+    // but we should inspect and fix this properly.
+    if (apply_focus_to_window_under)
+    {
+        if (g.NavLayer == 0)
+            focus_window = NavRestoreLastChildNavWindow(focus_window);
+        FocusWindow(focus_window);
+    }
 }
 
 // Close the popup we have begin-ed into.
@@ -6574,7 +6601,13 @@ void ImGui::CloseCurrentPopup()
         return;
     while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
         popup_idx--;
-    ClosePopupToLevel(popup_idx);
+    ClosePopupToLevel(popup_idx, true);
+
+    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+    if (ImGuiWindow* window = g.NavWindow)
+        window->DC.NavHideHighlightOneFrame = true;
 }
 
 bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
@@ -6635,7 +6668,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
     {
         EndPopup();
         if (is_open)
-            ClosePopupToLevel(g.BeginPopupStack.Size);
+            ClosePopupToLevel(g.BeginPopupStack.Size, true);
         return false;
     }
     return is_open;
@@ -7361,7 +7394,7 @@ static void ImGui::NavUpdate()
         {
             // Close open popup/menu
             if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
-                ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+                ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
         }
         else if (g.NavLayer != 0)
         {

+ 1 - 1
3rdparty/dear-imgui/imgui_demo.cpp

@@ -1775,7 +1775,7 @@ static void ShowDemoWindowLayout()
 
     if (ImGui::TreeNode("Groups"))
     {
-        ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
+        ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
         ImGui::BeginGroup();
         {
             ImGui::BeginGroup();

+ 1 - 1
3rdparty/dear-imgui/imgui_internal.h

@@ -1297,7 +1297,7 @@ namespace ImGui
 
     // Popups, Modals, Tooltips
     IMGUI_API void          OpenPopupEx(ImGuiID id);
-    IMGUI_API void          ClosePopupToLevel(int remaining);
+    IMGUI_API void          ClosePopupToLevel(int remaining, bool apply_focus_to_window_under);
     IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window);
     IMGUI_API bool          IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
     IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);

+ 2 - 2
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -5672,7 +5672,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
     if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
         want_close = true;
     if (want_close && IsPopupOpen(id))
-        ClosePopupToLevel(g.BeginPopupStack.Size);
+        ClosePopupToLevel(g.BeginPopupStack.Size, true);
 
     IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
 
@@ -5709,7 +5709,7 @@ void ImGui::EndMenu()
     ImGuiWindow* window = g.CurrentWindow;
     if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
     {
-        ClosePopupToLevel(g.BeginPopupStack.Size);
+        ClosePopupToLevel(g.BeginPopupStack.Size, true);
         NavMoveRequestCancel();
     }