|
|
@@ -1200,16 +1200,20 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
|
|
|
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
|
|
|
{
|
|
|
float s = 1.0f/255.0f;
|
|
|
- return ImVec4((in & 0xFF) * s, ((in >> 8) & 0xFF) * s, ((in >> 16) & 0xFF) * s, (in >> 24) * s);
|
|
|
+ return ImVec4(
|
|
|
+ ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
|
|
|
+ ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
|
|
|
+ ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
|
|
|
+ ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
|
|
|
}
|
|
|
|
|
|
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
|
|
|
{
|
|
|
ImU32 out;
|
|
|
- out = ((ImU32)IM_F32_TO_INT8_SAT(in.x));
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << 8;
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << 16;
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << 24;
|
|
|
+ out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
|
|
|
return out;
|
|
|
}
|
|
|
|
|
|
@@ -1217,14 +1221,14 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
|
|
|
{
|
|
|
ImVec4 c = GImGui->Style.Colors[idx];
|
|
|
c.w *= GImGui->Style.Alpha * alpha_mul;
|
|
|
- return ImGui::ColorConvertFloat4ToU32(c);
|
|
|
+ return ColorConvertFloat4ToU32(c);
|
|
|
}
|
|
|
|
|
|
ImU32 ImGui::GetColorU32(const ImVec4& col)
|
|
|
{
|
|
|
ImVec4 c = col;
|
|
|
c.w *= GImGui->Style.Alpha;
|
|
|
- return ImGui::ColorConvertFloat4ToU32(c);
|
|
|
+ return ColorConvertFloat4ToU32(c);
|
|
|
}
|
|
|
|
|
|
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
|
|
|
@@ -4073,7 +4077,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
|
|
if (window_pos_center)
|
|
|
{
|
|
|
// Center (any sort of window)
|
|
|
- SetWindowPos(ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f));
|
|
|
+ SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f), 0);
|
|
|
}
|
|
|
else if (flags & ImGuiWindowFlags_ChildMenu)
|
|
|
{
|
|
|
@@ -4872,14 +4876,13 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond co
|
|
|
|
|
|
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
|
|
|
{
|
|
|
- ImGuiWindow* window = GetCurrentWindow();
|
|
|
+ ImGuiWindow* window = GetCurrentWindowRead();
|
|
|
SetWindowPos(window, pos, cond);
|
|
|
}
|
|
|
|
|
|
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
|
|
|
{
|
|
|
- ImGuiWindow* window = FindWindowByName(name);
|
|
|
- if (window)
|
|
|
+ if (ImGuiWindow* window = FindWindowByName(name))
|
|
|
SetWindowPos(window, pos, cond);
|
|
|
}
|
|
|
|
|
|
@@ -8851,7 +8854,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
|
|
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
|
|
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
|
|
|
moving_within_opened_triangle = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
|
|
|
- //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 0x80008000 : 0x80000080); window->DrawList->PopClipRect(); // Debug
|
|
|
+ //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -9202,12 +9205,15 @@ void ImGui::EndGroup()
|
|
|
|
|
|
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will function on the entire group.
|
|
|
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
|
|
|
- if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow)
|
|
|
+ const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
|
|
|
+ if (active_id_within_group)
|
|
|
window->DC.LastItemId = g.ActiveId;
|
|
|
+ if (active_id_within_group && g.HoveredId == g.ActiveId)
|
|
|
+ window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = true;
|
|
|
|
|
|
window->DC.GroupStack.pop_back();
|
|
|
|
|
|
- //window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF); // Debug
|
|
|
+ //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // Debug
|
|
|
}
|
|
|
|
|
|
// Gets back to previous line and continue with horizontal layout
|
|
|
@@ -9545,13 +9551,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
|
|
|
{
|
|
|
Text("%s: %08X", prefix, v);
|
|
|
SameLine();
|
|
|
-
|
|
|
- ImVec4 col;
|
|
|
- col.x = (float)((v >> 0) & 0xFF) / 255.0f;
|
|
|
- col.y = (float)((v >> 8) & 0xFF) / 255.0f;
|
|
|
- col.z = (float)((v >> 16) & 0xFF) / 255.0f;
|
|
|
- col.w = (float)((v >> 24) & 0xFF) / 255.0f;
|
|
|
- ColorButton(col, true);
|
|
|
+ ColorButton(ColorConvertU32ToFloat4(v), true);
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|