Minor mostly inconsequential merges from Viewport + LoadIniSettingsFromMemory() entirely skip lines starting with ';'

docking
omar 6 years ago
parent 40db2ca098
commit b944aa623c

@ -301,7 +301,7 @@ CODE
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- Keyboard:
@ -912,6 +912,7 @@ namespace ImGui
{
static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
// Navigation
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingList();
@ -923,6 +924,7 @@ static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
// Misc
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
@ -986,7 +988,7 @@ ImGuiStyle::ImGuiStyle()
GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
DisplayWindowPadding = ImVec2(20,20); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplayWindowPadding = ImVec2(20,20); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
@ -2088,9 +2090,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
Appearing = false;
Hidden = false;
HasCloseButton = false;
BeginCount = 0;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
BeginCount = 0;
PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
AutoFitOnlyGrows = false;
@ -2695,7 +2697,7 @@ static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
else
@ -2863,11 +2865,11 @@ void ImGui::NewFrame()
for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Perform simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
// Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
// The beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
// Perform simple check: the beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigResizeWindowsFromEdges = false;
@ -3192,19 +3194,19 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer()
}
}
static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
{
ImGuiIO& io = ImGui::GetIO();
out_draw_data->Valid = true;
out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
out_draw_data->CmdListsCount = draw_lists->Size;
out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
out_draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
out_draw_data->DisplaySize = io.DisplaySize;
draw_data->Valid = true;
draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
draw_data->CmdListsCount = draw_lists->Size;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
draw_data->DisplaySize = io.DisplaySize;
for (int n = 0; n < draw_lists->Size; n++)
{
out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
}
}
@ -3537,7 +3539,7 @@ void ImGui::RenderBullet(ImVec2 pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
}
void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
@ -3660,7 +3662,9 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
}
// Find window given position, search front-to-back
// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow()
{
ImGuiContext& g = *GImGui;
@ -3707,7 +3711,9 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
// Expand for touch input
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
return rect_for_touch.Contains(g.IO.MousePos);
if (!rect_for_touch.Contains(g.IO.MousePos))
return false;
return true;
}
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
@ -6793,7 +6799,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
// NAVIGATION
//-----------------------------------------------------------------------------
static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
{
if (ImFabs(dx) > ImFabs(dy))
return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
@ -6869,7 +6875,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
dax = dbx;
day = dby;
dist_axial = dist_box;
quadrant = NavScoreItemGetQuadrant(dbx, dby);
quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
}
else if (dcx != 0.0f || dcy != 0.0f)
{
@ -6877,7 +6883,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
dax = dcx;
day = dcy;
dist_axial = dist_center;
quadrant = NavScoreItemGetQuadrant(dcx, dcy);
quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
}
else
{
@ -8660,7 +8666,8 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
line_end++;
line_end[0] = 0;
if (line[0] == ';')
continue;
if (line[0] == '[' && line_end > line && line_end[-1] == ']')
{
// Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
@ -8746,6 +8753,7 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
// Gather data from windows that were active during this session
// (if a window wasn't opened in this session we preserve its settings)
ImGuiContext& g = *imgui_ctx;
for (int i = 0; i != g.Windows.Size; i++)
{
@ -8765,8 +8773,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
settings->Collapsed = window->Collapsed;
}
// Write a buffer
// If a window wasn't opened in this session we preserve its settings
// Write to text buffer
buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
for (int i = 0; i != g.SettingsWindows.Size; i++)
{

@ -817,7 +817,7 @@ enum ImGuiKey_
// [BETA] Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
enum ImGuiNavInput_
{
// Gamepad Mapping
@ -1061,7 +1061,7 @@ struct ImGuiStyle
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
@ -1083,7 +1083,7 @@ struct ImGuiIO
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end.
ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.

@ -132,6 +132,7 @@ IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, con
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2);
@ -1015,9 +1016,9 @@ struct IMGUI_API ImGuiWindow
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;

@ -5521,4 +5521,3 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
}
return false;
}

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