From 48215231f99ef28cdb45e0da0237fd1cec1b2292 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 8 Dec 2022 16:47:53 +0100 Subject: [PATCH 1/5] Demo: moved WantCapture overrides items + various comments related to ImGuiKey, ImGuiMod --- imgui.h | 24 +++++++++++------------ imgui_demo.cpp | 53 +++++++++++++++++++++++--------------------------- 2 files changed, 36 insertions(+), 41 deletions(-) diff --git a/imgui.h b/imgui.h index 4e340b5f..3a57d075 100644 --- a/imgui.h +++ b/imgui.h @@ -881,12 +881,11 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities: Keyboard - // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) - // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. - // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) - // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices - // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: + // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. + // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? @@ -894,7 +893,7 @@ namespace ImGui IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. - // Inputs Utilities: Mouse + // Inputs Utilities: Mouse specific // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') @@ -1011,7 +1010,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (constrast to default behavior of Escape to revert) + ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1347,9 +1346,10 @@ enum ImGuiSortDirection_ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) -// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87) +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). // Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 enum ImGuiKey : int { // Keyboard @@ -1404,7 +1404,7 @@ enum ImGuiKey : int ImGuiKey_KeypadEnter, ImGuiKey_KeypadEqual, - // Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets) ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) @@ -1452,7 +1452,7 @@ enum ImGuiKey : int ImGuiMod_Shift = 1 << 13, ImGuiMod_Alt = 1 << 14, // Option/Menu ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows - ImGuiMod_Shortcut = 1 << 11, // [Internal, read-only] Alias of ImGuiMod_Super (macOS) or ImGuiMod_Ctrl (otherwise), decided by io.ConfigMacOSXBehaviors. + ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) OR Super (macOS). ImGuiMod_Mask_ = 0xF800, // 5-bits // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6892d2d6..c74f1d9a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5727,18 +5727,6 @@ static void ShowDemoWindowInputs() IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode("Outputs")) - { - ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); - ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); - ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); - ImGui::Text("io.WantTextInput: %d", io.WantTextInput); - ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); - ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Inputs & Focus/IO Output: Capture override"); - if (ImGui::TreeNode("IO Output: Capture override")) { HelpMarker( "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " @@ -5747,28 +5735,35 @@ static void ShowDemoWindowInputs() "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " "and underlying application should ignore mouse inputs (in practice there are many and more subtle " "rules leading to how those flags are set)."); - ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); - HelpMarker( - "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" - "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); - static int capture_override_mouse = -1; - static int capture_override_keyboard = -1; - const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); - ImGui::SliderInt("SetNextFrameWantCaptureMouse()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); - ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); - - ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(256.0f, 192.0f)); // Dummy item - if (ImGui::IsItemHovered() && capture_override_mouse != -1) - ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); - if (ImGui::IsItemHovered() && capture_override_keyboard != -1) - ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/Capture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + ImGui::TreePop(); + } ImGui::TreePop(); } From 1dae7df26fa3cdef3a7f44aa7ff9dd74850b755f Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 8 Dec 2022 18:26:25 +0100 Subject: [PATCH 2/5] Misc: added GetItemID() in public API. --- docs/CHANGELOG.txt | 3 +++ imgui.cpp | 6 ++++++ imgui.h | 1 + imgui_internal.h | 1 - 4 files changed, 10 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0c69abdd..0f30b2db 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,9 @@ Other changes: We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays] - Text: fixed layouting of wrapped-text block when the last source line is above the clipping region. Regression added in 1.89. (#5720, #5919) +- Misc: added GetItemID() in public API. It is not often expected that you would use this, + but it is useful for Shortcut() and upcoming owner-aware input functions which wants to + be implemented with public API. - Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by applications using multiple font atlases. - Demo: simplified "Inputs" section, moved contents to Metrics->Inputs. diff --git a/imgui.cpp b/imgui.cpp index eabf88b6..41829e06 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5148,6 +5148,12 @@ void ImGui::SetActiveIdUsingAllKeyboardKeys() NavMoveRequestCancel(); } +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + ImVec2 ImGui::GetItemRectMin() { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index 3a57d075..fed40b16 100644 --- a/imgui.h +++ b/imgui.h @@ -845,6 +845,7 @@ namespace ImGui IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item diff --git a/imgui_internal.h b/imgui_internal.h index 85119106..25c53ff6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2794,7 +2794,6 @@ namespace ImGui //#endif // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } From 0949acb6e6f4f6343a09ff70d811c2e81e0e5474 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 8 Dec 2022 18:15:00 +0100 Subject: [PATCH 3/5] Shortcut: added Shortcut() function and ImGuiInputFlags in public API + Demo. (#456, #2637) --- docs/CHANGELOG.txt | 7 ++++ imgui.cpp | 6 ++-- imgui.h | 52 ++++++++++++++++++++++++--- imgui_demo.cpp | 90 ++++++++++++++++++++++++++++++++++++++++++---- imgui_internal.h | 35 +++--------------- 5 files changed, 145 insertions(+), 45 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0f30b2db..248165cf 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,12 @@ Breaking changes: Other changes: +- Inputs: added Shortcut() function (w/ routing policies) in public API. (#456, #2637) + Added ImGuiInputFlags_RouteFocused, ImGuiInputFlags_RouteGlobalXXX and other routing policies. + e.g. ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy: + - check that CTRL+C is pressed, + - and that current window is in focus stack, + - and that no other requests for CTRL+C have been made from deeper locations of the window/item stack. - Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, which would makes the render loop of some backends assert (e.g. Metal with debugging, Allegro). (#4857, #5937) @@ -61,6 +67,7 @@ Other changes: be implemented with public API. - Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by applications using multiple font atlases. +- Demo: added "Inputs->Shortcut Routing" section. - Demo: simplified "Inputs" section, moved contents to Metrics->Inputs. - Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency. - Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building diff --git a/imgui.cpp b/imgui.cpp index 41829e06..3ae8cdbb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8773,8 +8773,6 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) } } -// - Need to decide how to handle shortcut translations for Non-Mac <> Mac -// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864 bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; @@ -8796,7 +8794,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags if (key == ImGuiKey_None) key = ConvertSingleModFlagToKey(mods); - if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_)))) + if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_)))) return false; IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! @@ -11182,7 +11180,7 @@ void ImGui::NavUpdateCreateMoveRequest() g.NavMoveScrollFlags = ImGuiScrollFlags_None; if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { - const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } diff --git a/imgui.h b/imgui.h index fed40b16..78d69ed3 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89.2 WIP" -#define IMGUI_VERSION_NUM 18915 +#define IMGUI_VERSION_NUM 18916 #define IMGUI_HAS_TABLE /* @@ -192,6 +192,7 @@ typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: f typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h) typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() @@ -894,6 +895,21 @@ namespace ImGui IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + // Inputs Utilities: Shortcut testing (with Routing Resolution) + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - The general idea of routing is that multiple locations may register interest in a shortcut, + // and only one location will be granted access to the shortcut. + // - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in + // the focus stack, and route the shortcut to the deepest requesting window in the focus stack. + // - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are + // registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'. + // - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities + // to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item). + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + // Inputs Utilities: Mouse specific // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. @@ -1449,11 +1465,11 @@ enum ImGuiKey : int // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... ImGuiMod_None = 0, - ImGuiMod_Ctrl = 1 << 12, - ImGuiMod_Shift = 1 << 13, + ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Shift = 1 << 13, // Shift ImGuiMod_Alt = 1 << 14, // Option/Menu ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows - ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) OR Super (macOS). + ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). ImGuiMod_Mask_ = 0xF800, // 5-bits // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. @@ -1475,6 +1491,34 @@ enum ImGuiKey : int #endif }; +// Flags for Shortcut() +// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll + // will register a route and only succeed when parent window is in the focus stack and if no-one + // with a higher priority is claiming the shortcut. + // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. + + // Policies (can select only 1 policy among all available) + ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). + ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) + ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. + + // Policies Options + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. +}; + #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. // Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c74f1d9a..2f6df9de 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5742,7 +5742,7 @@ static void ShowDemoWindowInputs() ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); - IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/Capture override"); + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); if (ImGui::TreeNode("WantCapture override")) { HelpMarker( @@ -5767,6 +5767,76 @@ static void ShowDemoWindowInputs() ImGui::TreePop(); } + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + if (ImGui::TreeNode("Shortcut Routing")) + { + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + static ImGuiInputFlags repeat_flags = ImGuiInputFlags_Repeat; + static ImGuiInputFlags routing_flags = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &repeat_flags, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &routing_flags, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &routing_flags, ImGuiInputFlags_RouteAlways); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &routing_flags, ImGuiInputFlags_RouteGlobal); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobalHigh", &routing_flags, ImGuiInputFlags_RouteGlobalHigh); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobalLow", &routing_flags, ImGuiInputFlags_RouteGlobalLow); + const ImGuiInputFlags flags = repeat_flags | routing_flags; // Merged flags + + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "..."); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 18), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + char str[16] = "Press CTRL+A"; + ImGui::Spacing(); + ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + ImGuiID item_id = ImGui::GetItemID(); + ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, item_id, flags) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "..."); + ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, ImGui::GetItemID(), flags) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + // Display mouse cursors IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); if (ImGui::TreeNode("Mouse Cursors")) @@ -7024,12 +7094,15 @@ static void ShowExampleAppLayout(bool* p_open) { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Close")) *p_open = false; + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } ImGui::EndMenu(); } ImGui::EndMenuBar(); } + if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_W)) + *p_open = false; + // Left static int selected = 0; { @@ -7737,11 +7810,14 @@ struct MyDocument ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui::PopStyleColor(); - if (ImGui::Button("Modify", ImVec2(100, 0))) + if (ImGui::Button("Modify (Ctrl+M)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_M)) doc->Dirty = true; ImGui::SameLine(); - if (ImGui::Button("Save", ImVec2(100, 0))) + if (ImGui::Button("Save (Ctrl+S)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_S)) doc->DoSave(); + ImGui::SameLine(); + if (ImGui::Button("Close (Ctrl+W)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_W)) + doc->DoQueueClose(); ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui::PopID(); } @@ -7754,9 +7830,9 @@ struct MyDocument char buf[256]; sprintf(buf, "Save %s", doc->Name); - if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) doc->DoSave(); - if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) doc->DoQueueClose(); ImGui::EndPopup(); } @@ -7834,7 +7910,7 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); - if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open) + if (ImGui::MenuItem("Exit") && p_open) *p_open = false; ImGui::EndMenu(); } diff --git a/imgui_internal.h b/imgui_internal.h index 25c53ff6..38151b74 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -154,7 +154,6 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E // Flags typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags -typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() @@ -1329,13 +1328,12 @@ struct ImGuiKeyOwnerData ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } }; +// Extend ImGuiInputFlags_ // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() // Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) -enum ImGuiInputFlags_ +enum ImGuiInputFlagsPrivate_ { // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() - ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster @@ -1351,26 +1349,9 @@ enum ImGuiInputFlags_ ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - // Routing policies for Shortcut() + low-level SetShortcutRouting() - // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. - // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), - // allowing the system to decide where to route the input among other route-aware calls. - // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll - // will register a route and only succeed when parent window is in the focus stack and if no-one - // with a higher priority is claiming the shortcut. - // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. - // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. - // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! - ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. - ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. - ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, - // [Internal] Mask of which function support which flags + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, @@ -2933,17 +2914,11 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); - // [EXPERIMENTAL] Shortcut Routing - // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. - // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) - // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) - // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. - // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // [EXPERIMENTAL] Low-Level: Shortcut Routing // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. // - Multiple read sites may use the same owner id and will all get the granted route. // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. - IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); From 317b33d64732a0c84cc7f8a539dd10d066931ac5 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 8 Dec 2022 19:53:57 +0100 Subject: [PATCH 4/5] Tables: fixed matching width of synchronized tables when only some (not all) instances have a vertical scrollbar. (#5920) --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 9 +++++++-- imgui_internal.h | 4 +++- imgui_tables.cpp | 11 ++++++++++- 4 files changed, 22 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 248165cf..94aea9d8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,8 @@ Other changes: which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692) - Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692) - Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937) +- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only + some instances have a vertical scrollbar and not all. (#5920) - Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it easier for bindings generators to process that value. (#5923, #456) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 2f6df9de..560b086f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5043,18 +5043,23 @@ static void ShowDemoWindowTables() if (ImGui::TreeNode("Synced instances")) { HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); for (int n = 0; n < 3; n++) { char buf[32]; sprintf(buf, "Synced Table %d", n); bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); - if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); - for (int cell = 0; cell < 9; cell++) + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) { ImGui::TableNextColumn(); ImGui::Text("this cell %d", cell); diff --git a/imgui_internal.h b/imgui_internal.h index 38151b74..0d8932cf 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2507,7 +2507,7 @@ struct ImGuiTableInstanceData ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; } }; -// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData struct IMGUI_API ImGuiTable { ImGuiID ID; @@ -2612,6 +2612,8 @@ struct IMGUI_API ImGuiTable bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 61bda047..7a65c5b6 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -395,6 +395,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->OuterRect = table->InnerWindow->Rect(); table->InnerRect = table->InnerWindow->InnerRect; IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f); } else { @@ -893,7 +901,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; From 59b63defe5421642fb0cdcfd1fa850fc85a13791 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 8 Dec 2022 20:25:25 +0100 Subject: [PATCH 5/5] Misc shallow merge/sync from docking designed to faciliate cross-merging between docking and string_view. --- imgui.cpp | 12 +++++++----- imgui.h | 1 + imgui_internal.h | 17 ++++++++++------- imgui_widgets.cpp | 43 ++++++++++++++++++++++++++++++------------- 4 files changed, 48 insertions(+), 25 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3ae8cdbb..52714c9b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1027,7 +1027,7 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); static void UpdateSettings(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); -static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgrounds(); @@ -5765,7 +5765,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) // Draw background and borders // Draw and handle scrollbars -void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; @@ -5830,7 +5830,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar Scrollbar(ImGuiAxis_Y); // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) { for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { @@ -5844,7 +5844,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } // Borders - RenderWindowOuterBorders(window); + if (handle_borders_and_resize_grips) + RenderWindowOuterBorders(window); } } @@ -6503,7 +6504,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch. + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) window->DrawList = &window->DrawListInst; diff --git a/imgui.h b/imgui.h index 78d69ed3..c506aaf7 100644 --- a/imgui.h +++ b/imgui.h @@ -783,6 +783,7 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. diff --git a/imgui_internal.h b/imgui_internal.h index 0d8932cf..bd27dab7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -3017,8 +3017,9 @@ namespace ImGui IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); - IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); @@ -3048,25 +3049,27 @@ 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 ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations 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 = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); - IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); - IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); - IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API void TreePushOverrideID(ImGuiID id); IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5cbd39d9..0cdac0ad 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1473,7 +1473,7 @@ void ImGui::Separator() } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. -bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -1521,7 +1521,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float } } - // Render + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); @@ -7303,7 +7305,7 @@ struct ImGuiTabBarSection namespace ImGui { static void TabBarLayout(ImGuiTabBar* tab_bar); - static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); @@ -7696,9 +7698,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } -// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. -static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { + IM_ASSERT(docked_window == NULL); // master branch only + IM_UNUSED(docked_window); if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) { ImGuiID id = ImHashStr(label); @@ -8005,7 +8009,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f } IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! - bool ret = TabItemEx(tab_bar, label, p_open, flags); + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; @@ -8046,10 +8050,10 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } - return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } -bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done ImGuiContext& g = *GImGui; @@ -8064,7 +8068,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, return false; const ImGuiStyle& style = g.Style; - const ImGuiID id = TabBarCalcTabID(tab_bar, label); + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); // If the user called us with *p_open == false, we early out and don't render. // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. @@ -8114,9 +8118,16 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; - // Append name with zero-terminator - tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); + // Append name _WITH_ the zero-terminator + if (docked_window != NULL) + { + IM_ASSERT(docked_window == NULL); // master branch only + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } // Update selected tab if (!is_tab_button) @@ -8279,7 +8290,7 @@ void ImGui::SetTabItemClosed(const char* label) if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab->WantClose = true; // Will be processed by next call to TabBarLayout() } @@ -8297,6 +8308,12 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*) +{ + IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch. + return ImVec2(0.0f, 0.0f); +} + void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) { // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.