Branimir Karadžić 7 роки тому
батько
коміт
811d60a2ab

+ 31 - 22
3rdparty/dear-imgui/imgui.cpp

@@ -441,7 +441,7 @@
     Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
      It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
      Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
-     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
+     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
     Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
      have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
      were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
@@ -858,7 +858,6 @@ static void             NavUpdate();
 static void             NavUpdateWindowing();
 static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
 
-static void             UpdateMovingWindow();
 static void             UpdateMouseInputs();
 static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
 static void             FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
@@ -2073,7 +2072,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
     CollapseToggleWanted = false;
     SkipItems = false;
     Appearing = false;
-    CloseButton = false;
+    HasCloseButton = false;
     BeginOrderWithinParent = -1;
     BeginOrderWithinContext = -1;
     BeginCount = 0;
@@ -3507,7 +3506,7 @@ static void ImGui::NavUpdate()
 #endif
 }
 
-static void ImGui::UpdateMovingWindow()
+void ImGui::UpdateMovingWindow()
 {
     ImGuiContext& g = *GImGui;
     if (g.MovingWindow != NULL)
@@ -3596,7 +3595,7 @@ static void ImGui::UpdateMouseInputs()
 }
 
 // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
-void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
+void ImGui::UpdateHoveredWindowAndCaptureFlags()
 {
     ImGuiContext& g = *GImGui;
 
@@ -3767,7 +3766,7 @@ void ImGui::NewFrame()
 
     // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
     UpdateMovingWindow();
-    NewFrameUpdateHoveredWindowAndCaptureFlags();
+    UpdateHoveredWindowAndCaptureFlags();
 
     if (GetFrontMostPopupModal() != NULL)
         g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
@@ -6034,7 +6033,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window_just_activated_by_user |= (window != popup_ref.Window);
     }
     window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
-    window->CloseButton = (p_open != NULL);
+    window->HasCloseButton = (p_open != NULL);
     if (window->Appearing)
         SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
 
@@ -8076,7 +8075,7 @@ bool ImGui::SmallButton(const char* label)
     return pressed;
 }
 
-bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
+bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
 {
     ImGuiWindow* window = GetCurrentWindow();
     if (window->SkipItems)
@@ -8084,24 +8083,33 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
 
     ImGuiContext& g = *GImGui;
     const ImGuiID id = window->GetID(str_id);
-    float sz = ImGui::GetFrameHeight();
-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
-    ItemSize(bb);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const float default_size = GetFrameHeight();
+    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
     if (!ItemAdd(bb, id))
         return false;
 
+    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
+        flags |= ImGuiButtonFlags_Repeat;
+
     bool hovered, held;
-    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
 
     // Render
     const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
     RenderNavHighlight(bb, id);
     RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
-    RenderArrow(bb.Min + g.Style.FramePadding, dir);
+    RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir);
 
     return pressed;
 }
 
+bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
+{
+    float sz = GetFrameHeight();
+    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
+}
+
 // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
 // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
 bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
@@ -9077,14 +9085,9 @@ template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
 static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags)
 {
     ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = GetCurrentWindow();
+    ImGuiWindow* window = g.CurrentWindow;
     const ImGuiStyle& style = g.Style;
 
-    // Draw frame
-    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
-    RenderNavHighlight(bb, id);
-    RenderFrame(bb.Min, bb.Max, frame_col, true, style.FrameRounding);
-
     const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
     const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
     const bool is_power = (power != 1.0f) && is_decimal;
@@ -9245,10 +9248,16 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
 }
 
 // For 32-bits and larger types, slider bounds are limited to half the natural type range.
-// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2.
-// It would be possible to life that limitation with some work but it doesn't seem to be work it for sliders.
+// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
+// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
 bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags)
 {
+    // Draw frame
+    ImGuiContext& g = *GImGui;
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, frame_col, true, g.Style.FrameRounding);
+
     switch (data_type)
     {
     case ImGuiDataType_S32:
@@ -9524,7 +9533,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed
         if (g.IO.KeyShift)
             adjust_delta *= 10.0f;
     }
-    if (g.ActiveIdSource == ImGuiInputSource_Nav)
+    else if (g.ActiveIdSource == ImGuiInputSource_Nav)
     {
         int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0;
         adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;

+ 29 - 16
3rdparty/dear-imgui/imgui_demo.cpp

@@ -12,11 +12,11 @@
 // Thank you,
 // -Your beloved friend, imgui_demo.cpp (that you won't delete)
 
-// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
-// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
+// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions.
 // A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
+// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
 // It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
-// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
+// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions.
 
 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
 #define _CRT_SECURE_NO_WARNINGS
@@ -76,6 +76,7 @@
 
 #if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
 
+// Forward Declarations
 static void ShowExampleAppConsole(bool* p_open);
 static void ShowExampleAppLog(bool* p_open);
 static void ShowExampleAppLayout(bool* p_open);
@@ -89,6 +90,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
 static void ShowExampleAppMainMenuBar();
 static void ShowExampleMenuFile();
 
+// Helper to display a little (?) mark which shows a tooltip when hovered.
 static void ShowHelpMarker(const char* desc)
 {
     ImGui::TextDisabled("(?)");
@@ -102,6 +104,7 @@ static void ShowHelpMarker(const char* desc)
     }
 }
 
+// Helper to display basic user controls.
 void ImGui::ShowUserGuide()
 {
     ImGui::BulletText("Double-click on title bar to collapse window.");
@@ -124,10 +127,11 @@ void ImGui::ShowUserGuide()
     ImGui::Unindent();
 }
 
-// Demonstrate most ImGui features (big function!)
+// Demonstrate most Dear ImGui features (this is big function!)
+// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.
 void ImGui::ShowDemoWindow(bool* p_open)
 {
-    // Examples apps
+    // Examples Apps (accessible from the "Examples" menu)
     static bool show_app_main_menu_bar = false;
     static bool show_app_console = false;
     static bool show_app_log = false;
@@ -139,10 +143,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
     static bool show_app_simple_overlay = false;
     static bool show_app_window_titles = false;
     static bool show_app_custom_rendering = false;
-    static bool show_app_style_editor = false;
-
-    static bool show_app_metrics = false;
-    static bool show_app_about = false;
 
     if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();
     if (show_app_console)             ShowExampleAppConsole(&show_app_console);
@@ -156,6 +156,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
     if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);
     if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);
 
+    // Dear ImGui Apps (accessible from the "Help" menu)
+    static bool show_app_metrics = false;
+    static bool show_app_style_editor = false;
+    static bool show_app_about = false;
+
     if (show_app_metrics)             { ImGui::ShowMetricsWindow(&show_app_metrics); }
     if (show_app_style_editor)        { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
     if (show_app_about)
@@ -168,6 +173,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
         ImGui::End();
     }
 
+    // Demonstrate the various window flags. Typically you would just use the default!
     static bool no_titlebar = false;
     static bool no_scrollbar = false;
     static bool no_menu = false;
@@ -177,7 +183,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
     static bool no_close = false;
     static bool no_nav = false;
 
-    // Demonstrate the various window flags. Typically you would just use the default.
     ImGuiWindowFlags window_flags = 0;
     if (no_titlebar)  window_flags |= ImGuiWindowFlags_NoTitleBar;
     if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
@@ -188,19 +193,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
     if (no_nav)       window_flags |= ImGuiWindowFlags_NoNav;
     if (no_close)     p_open = NULL; // Don't pass our bool* to Begin
 
+    // We specify a default size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
     ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
+
+    // Main body of the Demo window starts here.
     if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
     {
         // Early out if the window is collapsed, as an optimization.
         ImGui::End();
         return;
     }
-
-    //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // 2/3 of the space for widget and 1/3 for labels
-    ImGui::PushItemWidth(-140);                                 // Right align, keep 140 pixels for labels
-
     ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
 
+    // Most "big" widgets share a common width settings by default.
+    //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // Use 2/3 of the space for widgets and 1/3 for labels (default)
+    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);           // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
+
     // Menu
     if (ImGui::BeginMenuBar())
     {
@@ -302,10 +310,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
             }
 
             // Arrow buttons
+            static int counter = 0;
             float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
-            if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
+            ImGui::PushButtonRepeat(true);
+            if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
             ImGui::SameLine(0.0f, spacing);
-            if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
+            if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
+            ImGui::PopButtonRepeat();
+            ImGui::SameLine();
+            ImGui::Text("%d", counter);
 
             ImGui::Text("Hover over me");
             if (ImGui::IsItemHovered())

+ 4 - 2
3rdparty/dear-imgui/imgui_internal.h

@@ -966,7 +966,7 @@ struct IMGUI_API ImGuiWindow
     bool                    CollapseToggleWanted;
     bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)
     bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)
-    bool                    CloseButton;                        // Set when the window has a close button (p_open != NULL)
+    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)
     int                     BeginOrderWithinParent;             // Order within immediate parent window, if we are a child window. Otherwise 0.
     int                     BeginOrderWithinContext;            // Order within entire imgui context. This is mostly used for debugging submission order related issues.
     int                     BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
@@ -1070,7 +1070,8 @@ namespace ImGui
     IMGUI_API void          Initialize(ImGuiContext* context);
     IMGUI_API void          Shutdown(ImGuiContext* context);    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
 
-    IMGUI_API void          NewFrameUpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          UpdateMovingWindow();
 
     IMGUI_API void                  MarkIniSettingsDirty();
     IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);
@@ -1154,6 +1155,7 @@ namespace ImGui
     IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags 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          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
 
     IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power);
     IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags = 0);