Бранимир Караџић пре 6 година
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30a2525347

+ 5 - 5
3rdparty/dear-imgui/imgui.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (main code and documentation)
 
 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@@ -5267,9 +5267,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
             // Scrollbars
             if (window->ScrollbarX)
-                Scrollbar(ImGuiLayoutType_Horizontal);
+                Scrollbar(ImGuiAxis_X);
             if (window->ScrollbarY)
-                Scrollbar(ImGuiLayoutType_Vertical);
+                Scrollbar(ImGuiAxis_Y);
 
             // Render resize grips (after their input handling so we don't have a frame of latency)
             if (!(flags & ImGuiWindowFlags_NoResize))
@@ -6530,13 +6530,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
 
 bool ImGui::IsRectVisible(const ImVec2& size)
 {
-    ImGuiWindow* window = GImGui->CurrentWindow;;
+    ImGuiWindow* window = GImGui->CurrentWindow;
     return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
 }
 
 bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
 {
-    ImGuiWindow* window = GImGui->CurrentWindow;;
+    ImGuiWindow* window = GImGui->CurrentWindow;
     return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
 }
 

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

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (headers)
 
 // See imgui.cpp file for documentation.
@@ -45,8 +45,8 @@ Index of this file:
 
 // Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
-#define IMGUI_VERSION               "1.68"
-#define IMGUI_VERSION_NUM           16801
+#define IMGUI_VERSION               "1.69 WIP"
+#define IMGUI_VERSION_NUM           16899
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
 
 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)

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

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (demo code)
 
 // Message to the person tempted to delete this file when integrating Dear ImGui into their code base:

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

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (drawing and font code)
 
 /*

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

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (internal structures/api)
 
 // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@@ -1463,8 +1463,8 @@ namespace ImGui
     IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);
     IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);
     IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
-    IMGUI_API void          Scrollbar(ImGuiLayoutType direction);
-    IMGUI_API ImGuiID       GetScrollbarID(ImGuiLayoutType direction);
+    IMGUI_API void          Scrollbar(ImGuiAxis axis);
+    IMGUI_API ImGuiID       GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
     IMGUI_API void          VerticalSeparator();        // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
 
     // Widgets low-level behaviors

+ 19 - 15
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (widgets code)
 
 /*
@@ -710,11 +710,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
     return pressed;
 }
 
-ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
+ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
 {
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = g.CurrentWindow;
-    return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
+    return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
 }
 
 // Vertical/Horizontal scrollbar
@@ -722,14 +720,15 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
 // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
 // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
 // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
-void ImGui::Scrollbar(ImGuiLayoutType direction)
+void ImGui::Scrollbar(ImGuiAxis axis)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 
-    const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
+    const bool horizontal = (axis == ImGuiAxis_X);
     const ImGuiStyle& style = g.Style;
-    const ImGuiID id = GetScrollbarID(direction);
+    const ImGuiID id = GetScrollbarID(window, axis);
+    KeepAliveID(id);
 
     // Render background
     bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
@@ -748,7 +747,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
 
     // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
     float alpha = 1.0f;
-    if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
+    if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
     {
         alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
         if (alpha <= 0.0f)
@@ -2664,7 +2663,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         return false;
 
     ImGuiContext& g = *GImGui;
-    const ImGuiStyle& style = g.Style;
+    ImGuiStyle& style = g.Style;
 
     IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
     if (format == NULL)
@@ -2690,6 +2689,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         PopItemWidth();
 
         // Step buttons
+        const ImVec2 backup_frame_padding = style.FramePadding;
+        style.FramePadding.x = style.FramePadding.y;
         ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
         if (flags & ImGuiInputTextFlags_ReadOnly)
             button_flags |= ImGuiButtonFlags_Disabled;
@@ -2707,6 +2708,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         }
         SameLine(0, style.ItemInnerSpacing.x);
         TextUnformatted(label, FindRenderedTextEnd(label));
+        style.FramePadding = backup_frame_padding;
 
         PopID();
         EndGroup();
@@ -3225,13 +3227,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
 
     const bool user_clicked = hovered && io.MouseClicked[0];
-    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
     const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+    const bool user_scroll_finish = is_multiline && edit_state.ID == id && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
+    const bool user_scroll_active = is_multiline && edit_state.ID == id && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
 
     bool clear_active_id = false;
 
     bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
-    if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
+    if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start)
     {
         if (g.ActiveId != id)
         {
@@ -3637,9 +3640,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
     ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
     ImVec2 text_size(0.f, 0.f);
-    const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
-    if (g.ActiveId == id || is_currently_scrolling)
+    if (g.ActiveId == id || user_scroll_active)
     {
+        // Animate cursor
         edit_state.CursorAnim += io.DeltaTime;
 
         // This is going to be messy. We need to:
@@ -3720,7 +3723,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                     scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                 else if (cursor_offset.y - size.y >= scroll_y)
                     scroll_y = cursor_offset.y - size.y;
-                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
+                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
                 draw_window->Scroll.y = scroll_y;
                 render_pos.y = draw_window->DC.CursorPos.y;
             }
@@ -3764,6 +3767,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             }
         }
 
+        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
         const int buf_display_len = edit_state.CurLenA;
         if (is_multiline || buf_display_len < buf_display_max_length)
             draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);