Merge branch 'master' into docking
Some checks failed
build / Android (push) Has been cancelled
build / Windows (push) Has been cancelled
build / Linux (push) Has been cancelled
build / MacOS (push) Has been cancelled
build / iOS (push) Has been cancelled
build / Emscripten (push) Has been cancelled

This commit is contained in:
ocornut 2025-04-10 17:26:11 +02:00
commit f4d9359095
6 changed files with 101 additions and 35 deletions

View file

@ -55,8 +55,8 @@ Other changes:
- Windows: loosened code to allow hovering of resize grips, borders, and table
borders while hovering a sibling child window, so that the code in master matches
one in docking (they accidentally diverged). (#8554)
- TreeNode: added flags to draw tree hierarchy outlines linking parent
and tree nodes: (#2920)
- TreeNode: added experimental flags to draw tree hierarchy outlines linking
parent and tree nodes: (#2920)
- ImGuiTreeNodeFlags_DrawLinesNone: No lines drawn (default value in style.TreeLinesFlags).
- ImGuiTreeNodeFlags_DrawLinesFull: Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
- ImGuiTreeNodeFlags_DrawLinesToNodes: Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node.
@ -69,6 +69,12 @@ Other changes:
nodes in unusual ways, using indent to create tree-looking structures, etc.)
and the feature may not accurately represent them in every cases.
- The feature adds a little cost as extra data needs to be stored.
(ImGuiTreeNodeFlags_DrawLinesToNodes is slower than ImGuiTreeNodeFlags_DrawLinesFull
which may be meaningful on very large trees, as it needs to record bottom-most
Y position even for clipped nodes).
- The feature is unlikely to ever work properly when using a coarse clipper
such as ImGuiListClipper.
- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns.
- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
CTRL+Tab windowing + pressing a keyboard key. (#8525)
- Error Handling: added better error report and recovery for extraneous

View file

@ -8155,7 +8155,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.MenuBarAppending = false;
window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
window->DC.TreeHasStackDataDepthMask = 0x00;
window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00;
window->DC.ChildWindows.resize(0);
window->DC.StateStorage = &window->StateStorage;
window->DC.CurrentColumns = NULL;

View file

@ -1256,8 +1256,8 @@ enum ImGuiTreeNodeFlags_
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
// Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. A little bit slower.
ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7

View file

@ -212,6 +212,10 @@ typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // F
typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
// Table column indexing
typedef ImS16 ImGuiTableColumnIdx;
typedef ImU16 ImGuiTableDrawChannelIdx;
//-----------------------------------------------------------------------------
// [SECTION] Context pointer
// See implementation of this variable in imgui.cpp for comments and details.
@ -1314,7 +1318,8 @@ struct ImGuiTreeNodeStackData
ImGuiItemFlags ItemFlags; // Used for nav landing
ImRect NavRect; // Used for nav landing
float DrawLinesX1;
float DrawLinesY2;
float DrawLinesToNodesY2;
ImGuiTableColumnIdx DrawLinesTableColumn;
};
// sizeof() = 20
@ -2681,7 +2686,8 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
int TreeDepth; // Current tree depth.
ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set.
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiOldColumns* CurrentColumns; // Current columns set
@ -2942,11 +2948,7 @@ struct IMGUI_API ImGuiTabBar
//-----------------------------------------------------------------------------
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted
// Our current column maximum is 64 but we may raise that in the future.
typedef ImS16 ImGuiTableColumnIdx;
typedef ImU16 ImGuiTableDrawChannelIdx;
#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx.
// [Internal] sizeof() ~ 112
// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
@ -3641,6 +3643,8 @@ namespace ImGui
IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
IMGUI_API void TablePushBackgroundChannel();
IMGUI_API void TablePopBackgroundChannel();
IMGUI_API void TablePushColumnChannel(int column_n);
IMGUI_API void TablePopColumnChannel();
IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);
// Tables: Internals
@ -3769,6 +3773,7 @@ namespace ImGui
// Widgets: Tree Nodes
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos);
IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data);
IMGUI_API void TreePushOverrideID(ImGuiID id);
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);

View file

@ -2193,6 +2193,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
g.LastItemData.StatusFlags = 0;
}
// Also see TablePushColumnChannel()
if (table->Flags & ImGuiTableFlags_NoClip)
{
// FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
@ -2466,10 +2467,38 @@ void ImGui::TablePopBackgroundChannel()
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiTable* table = g.CurrentTable;
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
// Optimization: avoid PopClipRect() + SetCurrentChannel()
SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent);
}
// Also see TableBeginCell()
void ImGui::TablePushColumnChannel(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
// Optimization: avoid SetCurrentChannel() + PushClipRect()
if (table->Flags & ImGuiTableFlags_NoClip)
return;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiTableColumn* column = &table->Columns[column_n];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
}
void ImGui::TablePopColumnChannel()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
// Optimization: avoid PopClipRect() + SetCurrentChannel()
if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported.
return;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
}

View file

@ -6569,9 +6569,13 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
tree_node_data->NavRect = g.LastItemData.NavRect;
// Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees.
tree_node_data->DrawLinesX1 = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX;
tree_node_data->DrawLinesY2 = -FLT_MAX;
const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0;
tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX;
tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1;
tree_node_data->DrawLinesToNodesY2 = -FLT_MAX;
window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes)
window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
}
// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
@ -6661,10 +6665,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
if (!is_visible)
{
if (draw_tree_lines && (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeHasStackDataDepthMask & (1 << window->DC.TreeDepth)))
if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1))))
{
ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
parent_data->DrawLinesY2 = ImMax(parent_data->DrawLinesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
if (frame_bb.Min.y >= window->ClipRect.Max.y)
window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done
}
if (is_open && store_tree_node_stack_data)
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
@ -6801,6 +6807,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
if (span_all_columns && !span_all_columns_label)
TablePopBackgroundChannel();
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
@ -6821,6 +6829,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
}
RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
if (span_all_columns && !span_all_columns_label)
TablePopBackgroundChannel();
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
@ -6832,9 +6842,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (draw_tree_lines)
TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f));
if (span_all_columns && !span_all_columns_label)
TablePopBackgroundChannel();
// Label
if (display_frame)
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
@ -6867,11 +6874,38 @@ void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
float x1 = ImTrunc(parent_data->DrawLinesX1);
float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x);
float y = ImTrunc(target_pos.y);
parent_data->DrawLinesY2 = ImMax(parent_data->DrawLinesY2, y);
parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y);
if (x1 < x2)
window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
}
// Draw vertical line of the hierarchy
void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
float y2 = data->DrawLinesToNodesY2;
if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull)
{
float y2_full = window->DC.CursorPos.y;
if (g.CurrentTable)
y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full);
y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
if (y2 + g.Style.ItemSpacing.y < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y
y2 = y2_full;
}
y2 = ImMin(y2, window->ClipRect.Max.y);
if (y2 <= y1)
return;
float x = ImTrunc(data->DrawLinesX1);
if (data->DrawLinesTableColumn != -1)
TablePushColumnChannel(data->DrawLinesTableColumn);
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
if (data->DrawLinesTableColumn != -1)
TablePopColumnChannel();
}
void ImGui::TreePush(const char* str_id)
{
ImGuiWindow* window = GetCurrentWindow();
@ -6910,24 +6944,16 @@ void ImGui::TreePop()
{
const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
IM_ASSERT(data->ID == window->IDStack.back());
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere)
{
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
}
// Draw hierarchy lines
if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
{
// Draw vertical line of the hierarchy
float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
float y2 = (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesToNodes) ? data->DrawLinesY2 : ImTrunc(window->DC.CursorPos.y - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
y2 = ImMin(y2, window->ClipRect.Max.y);
if (y1 < y2)
{
float x = ImTrunc(data->DrawLinesX1);
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
}
}
TreeNodeDrawLineToTreePop(data);
g.TreeNodeStack.pop_back();
window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
}