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Updated ImGui.

Бранимир Караџић 6 years ago
parent
commit
8e82db70fe
3 changed files with 31 additions and 13 deletions
  1. 15 5
      3rdparty/dear-imgui/imgui.cpp
  2. 5 4
      3rdparty/dear-imgui/imgui.h
  3. 11 4
      3rdparty/dear-imgui/imgui_widgets.cpp

+ 15 - 5
3rdparty/dear-imgui/imgui.cpp

@@ -3041,9 +3041,12 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx)
 #endif
 }
 
-// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
-// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic.
-bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert)
+// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
+// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
+// may see different structures thanwhat imgui.cpp sees, which is problematic.
+// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
+bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
 {
     bool error = false;
     if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!");  }
@@ -3052,6 +3055,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
     if (sz_vec2  != sizeof(ImVec2))        { error = true; IM_ASSERT(sz_vec2  == sizeof(ImVec2)       && "Mismatched struct layout!"); }
     if (sz_vec4  != sizeof(ImVec4))        { error = true; IM_ASSERT(sz_vec4  == sizeof(ImVec4)       && "Mismatched struct layout!"); }
     if (sz_vert  != sizeof(ImDrawVert))    { error = true; IM_ASSERT(sz_vert  == sizeof(ImDrawVert)   && "Mismatched struct layout!"); }
+    if (sz_idx   != sizeof(ImDrawIdx))     { error = true; IM_ASSERT(sz_idx   == sizeof(ImDrawIdx)    && "Mismatched struct layout!"); }
     return !error;
 }
 
@@ -3284,6 +3288,7 @@ static void ImGui::UpdateMouseInputs()
                 g.IO.MouseClickedTime[i] = g.Time;
             }
             g.IO.MouseClickedPos[i] = g.IO.MousePos;
+            g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
             g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
             g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
         }
@@ -3295,6 +3300,8 @@ static void ImGui::UpdateMouseInputs()
             g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
             g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
         }
+        if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
+            g.IO.MouseDownWasDoubleClick[i] = false;
         if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
             g.NavDisableMouseHover = false;
     }
@@ -4194,8 +4201,9 @@ bool ImGui::IsMouseClicked(int button, bool repeat)
 
     if (repeat && t > g.IO.KeyRepeatDelay)
     {
-        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
-        if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+        // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
+        int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f);
+        if (amount > 0)
             return true;
     }
 
@@ -4642,6 +4650,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
             g.NextWindowData.SizeCallback(&data);
             new_size = data.DesiredSize;
         }
+        new_size.x = ImFloor(new_size.x);
+        new_size.y = ImFloor(new_size.y);
     }
 
     // Minimum size

+ 5 - 4
3rdparty/dear-imgui/imgui.h

@@ -48,7 +48,7 @@ Index of this file:
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
 #define IMGUI_VERSION               "1.70 WIP"
 #define IMGUI_VERSION_NUM           16991
-#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
+#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 
 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
@@ -208,7 +208,7 @@ namespace ImGui
     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
     IMGUI_API ImGuiContext* GetCurrentContext();
     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
-    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);
+    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx);
 
     // Main
     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
@@ -270,7 +270,7 @@ namespace ImGui
     // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
     IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
     IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
-    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
+    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
     IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
@@ -1436,7 +1436,8 @@ struct ImGuiIO
     bool        MouseClicked[5];                // Mouse button went from !Down to Down
     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
     bool        MouseReleased[5];               // Mouse button went from Down to !Down
-    bool        MouseDownOwned[5];              // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
+    bool        MouseDownOwned[5];              // Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
+    bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
     ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point

+ 11 - 4
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -429,6 +429,10 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
 //   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -
 //   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -    
 //------------------------------------------------------------------------------------------------------------------------------------------------
+// Note that some combinations are supported,
+// - PressedOnDragDropHold can generally be associated with any flag.
+// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
+//------------------------------------------------------------------------------------------------------------------------------------------------
 // The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:
 //                                         Repeat+                  Repeat+           Repeat+             Repeat+
 //                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick
@@ -569,10 +573,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
             }
             else
             {
-                if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
-                    if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
-                        if (!g.DragDropActive)
-                            pressed = true;
+                if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive)
+                {
+                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
+                    bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
+                    if (!is_double_click_release && !is_repeating_already)
+                        pressed = true;
+                }
                 ClearActiveID();
             }
             if (!(flags & ImGuiButtonFlags_NoNavFocus))