diff --git a/.gitignore b/.gitignore index dc716466..211d21dd 100644 --- a/.gitignore +++ b/.gitignore @@ -8,7 +8,6 @@ imgui.ini *.o *.obj *.exe -examples/build/* examples/*/Debug/* examples/*/Release/* examples/*/x64/* @@ -30,7 +29,7 @@ ipch JSON/ ## Commonly used CMake directories -/build*/ +build*/ ## Xcode artifacts project.xcworkspace diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1cb2599b..6a73eecd 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -101,6 +101,29 @@ Other changes: VERSION 1.89.8 WIP (In Progress) ----------------------------------------------------------------------- +Breaking changes: + +- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous + and often incorrect/misleading considering the existence of a higher-level + input queue. (#4921) + +Other changes: + +- Fixed CTRL+Tab dimming background assert when target window has a callback + in the last ImDrawCmd. (#4857, #5937) +- InputText: Fixed a case where deactivation frame would write to underlying + buffer or call CallbackResize although unnecessary, in a frame where the + return value was false. +- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921) + May be useful in conjunction with io.ClearInputsKeys() if you need to clear + both current inputs state and queued events (e.g. when using blocking native + dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()). +- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer + (what now obsoleted io.ClearInputCharacters() did), as this is effectively the + desirable behavior. +- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517) +- Demo: Showcase a few more InputText() flags. + Docking+Viewports Branch: - Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now diff --git a/imgui.cpp b/imgui.cpp index cda0b991..42042ae3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (main code and documentation) // Help: @@ -1379,13 +1379,15 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) } } -// FIXME: Perhaps we could clear queued events as well? -void ImGuiIO::ClearInputCharacters() +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() { - InputQueueCharacters.resize(0); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); } -// FIXME: Perhaps we could clear queued events as well? +// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. void ImGuiIO::ClearInputKeys() { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -1406,8 +1408,18 @@ void ImGuiIO::ClearInputKeys() MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; } MouseWheel = MouseWheelH = 0.0f; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). } +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) { ImGuiContext& g = *ctx; @@ -5120,14 +5132,14 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 ImDrawList* draw_list = window->RootWindowDockTree->DrawList; if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); - draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); ImDrawCmd cmd = draw_list->CmdBuffer.back(); IM_ASSERT(cmd.ElemCount == 6); draw_list->CmdBuffer.pop_back(); draw_list->CmdBuffer.push_front(cmd); - draw_list->PopClipRect(); draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); } // Draw over sibling docking nodes in a same docking tree diff --git a/imgui.h b/imgui.h index 5f47463c..a945fc40 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (headers) // Help: @@ -24,8 +24,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.89.7" -#define IMGUI_VERSION_NUM 18971 +#define IMGUI_VERSION "1.89.8 WIP" +#define IMGUI_VERSION_NUM 18972 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch @@ -2148,8 +2148,11 @@ struct ImGuiIO IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. - IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually - IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 94d709b0..53293e57 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (demo code) // Help: @@ -1321,16 +1321,16 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); if (ImGui::TreeNode("Basic")) { - static bool selection[5] = { false, true, false, false, false }; + static bool selection[5] = { false, true, false, false }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Text("(I am not selectable)"); - ImGui::Selectable("4. I am selectable", &selection[3]); - if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) - selection[4] = !selection[4]; + selection[3] = !selection[3]; ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); if (ImGui::TreeNode("Selection State: Single Selection")) { @@ -1362,17 +1362,18 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); - if (ImGui::TreeNode("Rendering more text into the same line")) + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) { - // Using the Selectable() override that takes "bool* p_selected" parameter, - // this function toggle your bool value automatically. + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. static bool selected[3] = { false, false, false }; - ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); - ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); - ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); if (ImGui::TreeNode("In columns")) { @@ -1408,6 +1409,7 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); if (ImGui::TreeNode("Grid")) { @@ -1541,6 +1543,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); if (ImGui::TreeNode("Completion, History, Edit Callbacks")) { struct Funcs @@ -1640,6 +1643,18 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + ImGui::TreePop(); } @@ -2869,11 +2884,11 @@ static void ShowDemoWindowLayout() // Text IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); ImGui::Text("Two items: Hello"); ImGui::SameLine(); - ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); // Adjust spacing ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); - ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); // Button ImGui::AlignTextToFramePadding(); @@ -3471,6 +3486,36 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } } static void ShowDemoWindowPopups() diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 60e8efc4..38c0ac4b 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 6d8cef39..dff36e69 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. diff --git a/imgui_tables.cpp b/imgui_tables.cpp index d3967a5f..59980d8f 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (tables and columns code) /* diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 81f70ad9..72a3ea52 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89.7 +// dear imgui, v1.89.8 WIP // (widgets code) /* @@ -4499,7 +4499,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { if (flags & ImGuiInputTextFlags_EscapeClearsAll) { - if (state->CurLenA > 0) + if (buf[0] != 0) { revert_edit = true; } @@ -4587,9 +4587,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (flags & ImGuiInputTextFlags_EscapeClearsAll) { // Clear input + IM_ASSERT(buf[0] != 0); apply_new_text = ""; apply_new_text_length = 0; - value_changed |= (buf[0] != 0); + value_changed = true; STB_TEXTEDIT_CHARTYPE empty_string; stb_textedit_replace(state, &state->Stb, &empty_string, 0); } @@ -4618,9 +4619,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer + // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. - // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { @@ -4721,11 +4725,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) if (g.InputTextDeactivatedState.ID == id) { - if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly) + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) { apply_new_text = g.InputTextDeactivatedState.TextA.Data; apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; - value_changed |= (strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0); + value_changed = true; //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); } g.InputTextDeactivatedState.ID = 0;