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Updated ImGui.

Бранимир Караџић 6 years ago
parent
commit
7f058c4071

+ 58 - 22
3rdparty/dear-imgui/imgui.cpp

@@ -1135,6 +1135,7 @@ ImGuiStyle::ImGuiStyle()
     WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
     WindowMinSize           = ImVec2(32,32);    // Minimum window size
     WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
+    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
     ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
     ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
     PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
@@ -3455,6 +3456,8 @@ void ImGui::NewFrame()
     IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
     IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
     IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+
     for (int n = 0; n < ImGuiKey_COUNT; n++)
         IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
 
@@ -5056,30 +5059,54 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
     }
 }
 
+// Render title text, collapse button, close button
 void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
 {
     ImGuiContext& g = *GImGui;
     ImGuiStyle& style = g.Style;
     ImGuiWindowFlags flags = window->Flags;
 
-    // Close & collapse button are on layer 1 (same as menus) and don't default focus
+    const bool has_close_button = (p_open != NULL);
+    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse);
+
+    // Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
     const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
     window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
     window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
     window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
 
-    // Collapse button
-    if (!(flags & ImGuiWindowFlags_NoCollapse))
-        if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
-            window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
+    // Layout buttons
+    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
+    float pad_l = style.FramePadding.x;
+    float pad_r = style.FramePadding.x;
+    float button_sz = g.FontSize;
+    ImVec2 close_button_pos;
+    ImVec2 collapse_button_pos;
+    if (has_close_button)
+    {
+        pad_r += button_sz;
+        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        pad_r += button_sz;
+        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
+        pad_l += button_sz;
+    }
+
+    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
+    if (has_collapse_button)
+        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
 
     // Close button
-    if (p_open != NULL)
-    {
-        const float rad = g.FontSize * 0.5f;
-        if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1))
+    if (has_close_button)
+        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
             *p_open = false;
-    }
 
     window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
     window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
@@ -5090,21 +5117,30 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
     const char* UNSAVED_DOCUMENT_MARKER = "*";
     const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
     const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
-    ImRect text_r = title_bar_rect;
-    float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
-    float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
-    if (style.WindowTitleAlign.x > 0.0f)
-        pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
-    text_r.Min.x += pad_left;
-    text_r.Max.x -= pad_right;
-    ImRect clip_rect = text_r;
-    clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
-    RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+
+    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
+    // while uncentered title text will still reach edges correct.
+    if (pad_l > style.FramePadding.x)
+        pad_l += g.Style.ItemInnerSpacing.x;
+    if (pad_r > style.FramePadding.x)
+        pad_r += g.Style.ItemInnerSpacing.x;
+    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
+    {
+        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
+        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
+        pad_l = ImMax(pad_l, pad_extend * centerness);
+        pad_r = ImMax(pad_r, pad_extend * centerness);
+    }
+
+    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
+    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);
+    //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
     if (flags & ImGuiWindowFlags_UnsavedDocument)
     {
-        ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
+        ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
         ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
-        RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
+        RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
     }
 }
 

+ 1 - 0
3rdparty/dear-imgui/imgui.h

@@ -1284,6 +1284,7 @@ struct ImGuiStyle
     float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
+    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
     float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)

+ 1 - 0
3rdparty/dear-imgui/imgui_demo.cpp

@@ -2999,6 +2999,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
             ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
             ImGui::Text("Alignment");
             ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+            ImGui::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0");
             ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
             ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
             ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");

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

@@ -1582,7 +1582,7 @@ namespace ImGui
     // Widgets
     IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
     IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
-    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);
+    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);
     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(ImGuiAxis axis);

+ 19 - 12
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -717,14 +717,14 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
 }
 
 // Button to close a window
-bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 
     // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
     // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
-    const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
+    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
     bool is_clipped = !ItemAdd(bb, id);
 
     bool hovered, held;
@@ -733,11 +733,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
         return pressed;
 
     // Render
+    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
     ImVec2 center = bb.GetCenter();
     if (hovered)
-        window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
+        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);
 
-    float cross_extent = (radius * 0.7071f) - 1.0f;
+    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
     ImU32 cross_col = GetColorU32(ImGuiCol_Text);
     center -= ImVec2(0.5f, 0.5f);
     window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
@@ -756,9 +757,11 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
 
+    // Render
     ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    ImVec2 center = bb.GetCenter();
     if (hovered || held)
-        window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9);
+        window->DrawList->AddCircleFilled(center/* + ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, col, 12);
     RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
 
     // Switch to moving the window after mouse is moved beyond the initial drag threshold
@@ -5370,12 +5373,14 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
     bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label);
     if (p_open)
     {
-        // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+        // Create a small overlapping close button
+        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
         ImGuiContext& g = *GImGui;
         ImGuiItemHoveredDataBackup last_item_backup;
-        float button_radius = g.FontSize * 0.5f;
-        ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y);
-        if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius))
+        float button_size = g.FontSize;
+        ImVec2 button_pos = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x * 2.0f - button_size, window->DC.LastItemRect.Min.y);
+        if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), button_pos))
             *p_open = false;
         last_item_backup.Restore();
     }
@@ -7053,16 +7058,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
     if (close_button_visible)
     {
         ImGuiItemHoveredDataBackup last_item_backup;
-        const float close_button_sz = g.FontSize * 0.5f;
-        if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz))
+        const float close_button_sz = g.FontSize;
+        PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
+        if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y)))
             close_button_pressed = true;
+        PopStyleVar();
         last_item_backup.Restore();
 
         // Close with middle mouse button
         if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
             close_button_pressed = true;
 
-        text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f;
+        text_pixel_clip_bb.Max.x -= close_button_sz;
     }
 
     // Label with ellipsis