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Updated ImGui.

Бранимир Караџић 6 yıl önce
ebeveyn
işleme
609ee1b7c4

+ 172 - 46
3rdparty/dear-imgui/imgui.cpp

@@ -45,7 +45,8 @@ CODE
 // [SECTION] FORWARD DECLARATIONS
 // [SECTION] CONTEXT AND MEMORY ALLOCATORS
 // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
-// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
 // [SECTION] MISC HELPERS/UTILITIES (File functions)
 // [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
 // [SECTION] MISC HELPERS/UTILITIES (Color functions)
@@ -353,6 +354,7 @@ CODE
  When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
  You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 
+ - 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
  - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
  - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
                        - ShowTestWindow()                    -> use ShowDemoWindow()
@@ -1107,9 +1109,77 @@ void ImGuiIO::ClearInputCharacters()
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
 //-----------------------------------------------------------------------------
 
+ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
+{
+    IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    float t_step = 1.0f / (float)num_segments;
+    for (int i_step = 1; i_step <= num_segments; i_step++)
+    {
+        ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    return p_closest;
+}
+
+// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
+static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
+    {
+        ImVec2 p_current(x4, y4);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1+x2)*0.5f,       y12 = (y1+y2)*0.5f;
+        float x23 = (x2+x3)*0.5f,       y23 = (y2+y3)*0.5f;
+        float x34 = (x3+x4)*0.5f,       y34 = (y3+y4)*0.5f;
+        float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;
+        float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
+        float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
+        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+    }
+}
+
+// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
+// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
+ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
+{
+    IM_ASSERT(tess_tol > 0.0f);
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+    return p_closest;
+}
+
 ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
 {
     ImVec2 ap = p - a;
@@ -1158,6 +1228,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
     return proj_ca;
 }
 
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+//-----------------------------------------------------------------------------
+
 // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
 int ImStricmp(const char* str1, const char* str2)
 {
@@ -1728,38 +1802,6 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
     }
 }
 
-ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
-{
-    ImGuiStyle& style = GImGui->Style;
-    ImVec4 c = style.Colors[idx];
-    c.w *= style.Alpha * alpha_mul;
-    return ColorConvertFloat4ToU32(c);
-}
-
-ImU32 ImGui::GetColorU32(const ImVec4& col)
-{
-    ImGuiStyle& style = GImGui->Style;
-    ImVec4 c = col;
-    c.w *= style.Alpha;
-    return ColorConvertFloat4ToU32(c);
-}
-
-const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
-{
-    ImGuiStyle& style = GImGui->Style;
-    return style.Colors[idx];
-}
-
-ImU32 ImGui::GetColorU32(ImU32 col)
-{
-    float style_alpha = GImGui->Style.Alpha;
-    if (style_alpha >= 1.0f)
-        return col;
-    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
-    a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
-    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
-}
-
 //-----------------------------------------------------------------------------
 // [SECTION] ImGuiStorage
 // Helper: Key->value storage
@@ -2217,10 +2259,42 @@ bool ImGuiListClipper::Step()
 
 //-----------------------------------------------------------------------------
 // [SECTION] RENDER HELPERS
-// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
+// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
 // Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
 //-----------------------------------------------------------------------------
 
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = style.Colors[idx];
+    c.w *= style.Alpha * alpha_mul;
+    return ColorConvertFloat4ToU32(c);
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = col;
+    c.w *= style.Alpha;
+    return ColorConvertFloat4ToU32(c);
+}
+
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{
+    ImGuiStyle& style = GImGui->Style;
+    return style.Colors[idx];
+}
+
+ImU32 ImGui::GetColorU32(ImU32 col)
+{
+    ImGuiStyle& style = GImGui->Style;
+    if (style.Alpha >= 1.0f)
+        return col;
+    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
+    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+}
+
 const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
 {
     const char* text_display_end = text;
@@ -3803,6 +3877,21 @@ void ImGui::Initialize(ImGuiContext* context)
         ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
         g.SettingsHandlers.push_back(ini_handler);
     }
+    
+#if 0   // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches.
+
+    // Add .ini handle for ImGuiTable type
+    {
+        ImGuiSettingsHandler ini_handler;
+        ini_handler.TypeName = "Table";
+        ini_handler.TypeHash = ImHashStr("Table");
+        ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
+        ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
+        ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
+        g.SettingsHandlers.push_back(ini_handler);
+    }
+
+#endif
 
     g.Initialized = true;
 }
@@ -9734,12 +9823,18 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         return;
     }
 
-    // State
+    // Debugging enums
     enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
     const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" };
+    enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersDesired, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type
+    const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersDesired", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" };
+
+    // State
     static bool show_windows_rects = false;
     static int  show_windows_rect_type = WRT_WorkRect;
     static bool show_windows_begin_order = false;
+    static bool show_tables_rects = false;
+    static int  show_tables_rect_type = TRT_WorkRect;
     static bool show_drawcmd_details = true;
 
     // Basic info
@@ -9753,11 +9848,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
     ImGui::Separator();
 
     // Helper functions to display common structures:
-    // - NodeDrawList
-    // - NodeColumns
-    // - NodeWindow
-    // - NodeWindows
-    // - NodeTabBar
+    // - NodeDrawList()
+    // - NodeColumns()
+    // - NodeWindow()
+    // - NodeWindows()
+    // - NodeTabBar()
+    // - NodeStorage()
     struct Funcs
     {
         static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
@@ -9985,6 +10081,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::TreePop();
     }
 
+    // Details for Popups
     if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
     {
         for (int i = 0; i < g.OpenPopupStack.Size; i++)
@@ -9995,6 +10092,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::TreePop();
     }
 
+    // Details for TabBars
     if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
     {
         for (int n = 0; n < g.TabBars.GetSize(); n++)
@@ -10002,20 +10100,26 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::TreePop();
     }
 
+    // Details for Tables
+    IM_UNUSED(trt_rects_names);
+    IM_UNUSED(show_tables_rects);
+    IM_UNUSED(show_tables_rect_type);
 #if 0
-    if (ImGui::TreeNode("Docking"))
+    if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
     {
         ImGui::TreePop();
     }
 #endif
 
+    // Details for Docking
 #if 0
-    if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
+    if (ImGui::TreeNode("Docking"))
     {
         ImGui::TreePop();
     }
 #endif
-
+    
+    // Misc Details
     if (ImGui::TreeNode("Internal state"))
     {
         const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
@@ -10036,6 +10140,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::TreePop();
     }
 
+    // Tools
     if (ImGui::TreeNode("Tools"))
     {
         // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
@@ -10048,7 +10153,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
         ImGui::SameLine();
         ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
-        show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count);
+        show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
         if (show_windows_rects && g.NavWindow)
         {
             ImGui::BulletText("'%s':", g.NavWindow->Name);
@@ -10064,7 +10169,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         ImGui::TreePop();
     }
 
-    // Tool: Display windows Rectangles and Begin Order
+    // Overlay: Display windows Rectangles and Begin Order
     if (show_windows_rects || show_windows_begin_order)
     {
         for (int n = 0; n < g.Windows.Size; n++)
@@ -10088,6 +10193,27 @@ void ImGui::ShowMetricsWindow(bool* p_open)
             }
         }
     }
+
+    // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches.
+#if 0
+    // Overlay: Display Tables Rectangles
+    if (show_tables_rects)
+    {
+        for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
+        {
+            ImGuiTable* table = g.Tables.GetByIndex(table_n);
+        }
+    }
+#endif
+
+    // FIXME-WIP: This is a placeholder to facilitate merging of Docking branch into multiple branches.
+#if 0
+    // Overlay: Display Docking info
+    if (show_docking_nodes && g.IO.KeyCtrl)
+    {
+    }
+#endif
+
     ImGui::End();
 }
 

+ 3 - 2
3rdparty/dear-imgui/imgui.h

@@ -584,6 +584,7 @@ namespace ImGui
     // Columns
     // - You can also use SameLine(pos_x) to mimic simplified columns.
     // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
+    // - There is a maximum of 64 columns.
     // - By end of the 2019 we will expose a new 'Table' api which will replace columns.
     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
@@ -1941,7 +1942,7 @@ struct ImDrawList
     IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
-    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
+    IMGUI_API void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
 
     // Image primitives
     // - Read FAQ to understand what ImTextureID is.
@@ -1959,7 +1960,7 @@ struct ImDrawList
     inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
     IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
     IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
-    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
+    IMGUI_API void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
 
     // Advanced

+ 18 - 16
3rdparty/dear-imgui/imgui_draw.cpp

@@ -907,6 +907,17 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
     }
 }
 
+ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
+{
+    float u = 1.0f - t;
+    float w1 = u*u*u;
+    float w2 = 3*u*u*t;
+    float w3 = 3*u*t*t;
+    float w4 = t*t*t;
+    return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
+}
+
+// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
 static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
 {
     float dx = x4 - x1;
@@ -927,7 +938,6 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
         float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;
         float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
         float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
-
         PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);
         PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);
     }
@@ -938,22 +948,13 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
     ImVec2 p1 = _Path.back();
     if (num_segments == 0)
     {
-        // Auto-tessellated
-        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
+        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
     }
     else
     {
         float t_step = 1.0f / (float)num_segments;
         for (int i_step = 1; i_step <= num_segments; i_step++)
-        {
-            float t = t_step * i_step;
-            float u = 1.0f - t;
-            float w1 = u*u*u;
-            float w2 = 3*u*u*t;
-            float w3 = 3*u*t*t;
-            float w4 = t*t*t;
-            _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
-        }
+            _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
     }
 }
 
@@ -1128,13 +1129,14 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
     PathFillConvex(col);
 }
 
-void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
+// Cubic Bezier takes 4 controls points
+void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    PathLineTo(pos0);
-    PathBezierCurveTo(cp0, cp1, pos1, num_segments);
+    PathLineTo(p1);
+    PathBezierCurveTo(p2, p3, p4, num_segments);
     PathStroke(col, false, thickness);
 }
 
@@ -1313,7 +1315,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
             // Merge previous channel last draw command with current channel first draw command if matching.
             last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
             idx_offset += ch._CmdBuffer[0].ElemCount;
-            ch._CmdBuffer.erase(ch._CmdBuffer.Data);
+            ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
         }
         if (ch._CmdBuffer.Size > 0)
             last_cmd = &ch._CmdBuffer.back();

+ 5 - 0
3rdparty/dear-imgui/imgui_internal.h

@@ -192,6 +192,8 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 
 //-----------------------------------------------------------------------------
 // Generic helpers
+// Note that the ImXXX helpers functions are lower-level than ImGui functions.
+// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
 //-----------------------------------------------------------------------------
 // - Helpers: Misc
 // - Helpers: Bit manipulation
@@ -338,6 +340,9 @@ static inline float  ImLinearSweep(float current, float target, float speed)
 static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
 
 // Helpers: Geometry
+IMGUI_API ImVec2     ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);                                         // Cubic Bezier
+IMGUI_API ImVec2     ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments);       // For curves with explicit number of segments
+IMGUI_API ImVec2     ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
 IMGUI_API ImVec2     ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
 IMGUI_API bool       ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
 IMGUI_API ImVec2     ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);

+ 8 - 15
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -1259,21 +1259,14 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
         // We don't provide our width to the layout so that it doesn't get feed back into AutoFit
         const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
         ItemSize(ImVec2(0.0f, thickness_layout));
-        if (!ItemAdd(bb, 0))
+        const bool item_visible = ItemAdd(bb, 0);
+        if (item_visible)
         {
-            if (columns)
-            {
-                PopColumnsBackground();
-                columns->LineMinY = window->DC.CursorPos.y;
-            }
-            return;
+            // Draw
+            window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
+            if (g.LogEnabled)
+                LogRenderedText(&bb.Min, "--------------------------------");
         }
-
-        // Draw
-        window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
-        if (g.LogEnabled)
-            LogRenderedText(&bb.Min, "--------------------------------");
-
         if (columns)
         {
             PopColumnsBackground();
@@ -7426,8 +7419,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
 
-    IM_ASSERT(columns_count >= 1);
-    IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
+    IM_ASSERT(columns_count >= 1 && columns_count <= 64);   // Maximum 64 columns
+    IM_ASSERT(window->DC.CurrentColumns == NULL);           // Nested columns are currently not supported
 
     // Acquire storage for the columns set
     ImGuiID id = GetColumnsID(str_id, columns_count);