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Virtual Scrolling Area #150

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emoon opened this issue Mar 2, 2015 · 21 comments
Closed

Virtual Scrolling Area #150

emoon opened this issue Mar 2, 2015 · 21 comments

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@emoon
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emoon commented Mar 2, 2015

Hi,

I guess this is more of a general question of how I can accomplish this. Imagine that you want to show disassembly at a given address (say 0x500) What one usually do is the get a bunch of instructions before and after that so you perhaps have a range of 0x400 - 0x600 to show the surrounding instructions. Then If the user scrolls up one will fetch more instructions (from 0x300, 0x200 and so on)

What I'm getting at is I wonder how to implement this in ImGui? I can show the range 0x400 - 0x600 of course with no problem but I would need a scrollbar that the user can drag so I can fetch more instructions either before or after the range.

I guess this is really similar to showing a big text file as well (where you don't actually read the whole file to memory but try to fetch data on the fly as needed)

For some inspiration of how this could work is to do some debugging in VS, switch to disassembly, drag the scrollbar around a bit and watch how it behaves.

Cheers!

@ocornut
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ocornut commented Mar 2, 2015

  • The range of the scrollbar is calculated every frame from the amount of contents output in the window (you may run into off-by-one-frame type of issues).
  • For large output, what one typically does is to bypass submitting the non-visible content and do a SetCursorPos() to provide the content size to the ImGui so it can draw a scrollbar. The function ImGui::CalcListClipping() is a helper to do that for you for the common case and probably of course to understand this usage pattern.

So suppose you have loaded 0x1000...0x4000 worth of disassembly and displaying 0x2200...0x2400
You could set the cursor to (0x2200-0x1000 == 0x1200), display 0x200 worth of contents, then set the cursor to (0x4000-0x1000 == 0x3000), the size of your content.

  • If you detect that your scrolling value puts you near the bound you can load more data and update the range for the next frame. There's currently no "explicit" way to query the scroll value, I should probably add one. But if you do:
  ImVec4 clip_rect = GetWindowDrawList()->clip_rect_stack.back();

in clip_rect.y and clip_rect.w you get the minimum and maximum visible bound of what's visible.
So say if clip_rect.w - GetWindowPos().y < frame_height then you are at the top of your disassembly, if clip_rect.y - GetWindowPos().y > content_height-frame_height then you are at the bottom.

You'll get an issue because holding mouse button on the scrollbar will always set your scroll to that % of the scroll range, so if you hold mouse at the top it will keep loading. We could improve the scrollbar to cope with resizing better.

What Visual appears to do is that it only sets the scroll % when you click or move the mouse, so holding doesn't reapply the scrolling until mouse move again (the threshold is set to like 1 pixel which is a little dodgy compared to how mouse threshold are usually handled, but works). That's also something we could do. For now what I would do on your application side to get started would be to use a timer to minimize reload. Bit odd but it would work and may feel more reliable than what Visual does.

  • The scrollbar is not well designed to render for large amount, that is, past a certain amount the cursor won't be very visible, and clicking always does an "absolute seek" which is rather unprecise for large content. Both of those things can be fixed rather easily and are already in my TODO list. The "grab" should be of a minimum size. Clicking inside the "grab box" should not seek, and movement afterward should be all relative. Does that makes sense? I could do those things if it's an immediate problem to you.

With all the info above you should be able to get it to work.

  • Additionally: ImGui::SetScrollPosHere() set the scroll value to be centred at the position of when it was called and we may useful.

@ocornut
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ocornut commented Mar 2, 2015

Edited with fixes and for readability.

@emoon
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emoon commented Mar 3, 2015

Thanks for a great reply :)

I will try this out within a few days and see how it works out.

Cheers!

ocornut added a commit that referenced this issue Mar 8, 2015
…uent movement always relative. (#150).

Big change, rather thoroughly tested but hope I didn't break something.
@ocornut
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ocornut commented Mar 8, 2015

I've done a few improvements as logged above.
You can now query the scroll position / max.

The scrollbar has been rewritten. Took a lot more time than expected to do it right (precision issues, etc.).

The grab now has a minimum size so it always shows even if you have thousands of lines.
When clicking on the grab it doesn't initially apply a scroll (it used to center the grab on the mouse position which was sort of destructive). From there movement are relative.
When clicking outside of the grab it does an absolute repositioning, but also clamp the grab if you clicked near the edges and switch to relative movement after that.

It's written in a way where it should kind of work ok if the window contents change while holding the grab, but some of the details are still undecided (should we lock the scroll in absolute pixels value (instead of %), overriding programmatic changes, and only updating the scroll if the mouse move?).

I'd appreciate if someone tried the new scrollbar, the change was sufficiently tedious that I might have broken something subtle (hopefully not).

@emoon
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emoon commented Mar 8, 2015

Awesome! I will give it a try as soon as I can (hopefully tomorrow)

@ocornut
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ocornut commented Apr 1, 2015

Closing this (hopefully all the info you need is there for when you need it, else please reopen)

@ocornut ocornut closed this as completed Apr 1, 2015
@ocornut
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ocornut commented May 31, 2015

FYI i have added a higher level helper ImGuiListClipper to handle the most common pattern of using CalcListClipping().
eb4ffd5

So code like

int displayStart, displayEnd;
ImGui::CalcListClipping(lines_count, lines_height, &displayStart, &displayEnd);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (displayStart * lines_height));
for (int i = displayStart; i < displayEnd; ++i)
[...]
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + ((lines_count - displayEnd) * lines_height));

Can become

ImGuiListClipper clipper(lines_count, lines_height);
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; ++i)
[...]
clipper.End();

CalcListClipping() is still available as the lower level function.

@emoon
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emoon commented Jun 29, 2015

I see that I missed this! Thanks for adding it :)

I will try it out now for my Scintilla impl as I currently have no way of scrolling the text (scrolling the text using a scrollbar that is) as it doesn't behave like a regular ImGui widget I need to be able to set a line height so this should hopefully work fine for it.

@emoon
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emoon commented Jun 30, 2015

Hi again,

So using this I can now scroll my text just fine which is great :)

I have one question though. Say that the user presses down / up / home / etc on the keyboard I want make sure that this is handled correctly (and that the scrollbar gets updated etc)

I tried to do:

ImGui::SetCursorPosY(ImGui::GetCursorPosY() + ItemHeight);

On the keypress but that doesn't seem to work correct. I wonder if you have any pointers on how to do it?

Thanks!

@emoon
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emoon commented Jul 1, 2015

Friendly poke @ocornut :)

@ocornut
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ocornut commented Jul 1, 2015

SetCursorPosY move your "draw position" for rendering subsequent widgets. If you want to scroll you probably don't want to touch the cursor position but rather the scroll position. A few calls are missing to freely manipulate the scroll position though. (working on it)

@ocornut ocornut reopened this Jul 1, 2015
@emoon
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emoon commented Jul 1, 2015

Yeah I use the ImGuiListClipper as outlined above and everything works just fine as long as the user scrolls using the scrollbar on the side. The problem comes if I want (from code) reset the position (say the user press up/down/goto to start of text/etc)

See what I mean?

@ocornut
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ocornut commented Jul 1, 2015

Yes you need a missing call like SetScrollPosY().

Right now there's only SetScrollPosHere() which center scrolling on the current cursor pos.

@ocornut
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ocornut commented Jul 1, 2015

I need to get back to that. There is a problem with using scrolling amount vs cursor positions (which starts at 0.0f-scroll_y) they are in different spaces. I may want to unify that preferably to use cursor positions in which case I would have to change the unit of GetScrollPosY()/GetScrollMaxY() - may not even affect your code. Not sure what's the best way yet, will get back to it.

@emoon
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emoon commented Jul 1, 2015

Alright. Sounds good.

ocornut added a commit that referenced this issue Jul 2, 2015
ocornut added a commit that referenced this issue Jul 2, 2015
ocornut added a commit that referenced this issue Jul 2, 2015
… like user expect it (#150)

Compensate the difference between WindowPadding and ItemSpacing
ocornut added a commit that referenced this issue Jul 2, 2015
ocornut added a commit that referenced this issue Jul 3, 2015
Necessary to reduce confusion along with other scrolling functions,
because positions (e.g. cursor position) are not equivalent to scrolling
amount.
ocornut added a commit that referenced this issue Jul 3, 2015
@ocornut
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ocornut commented Jul 3, 2015

I think it's good now. I needed to make some fixes to the existing API.

  • GetScrollPosY() was renamed to GetScrollY().
    This was really necessary because positions (e.g. cursor position) are not equivalent to scrolling amount and old name was misleading. I have added this function for you (in this thread) and with no google match I took the liberty to just rename it and not keep a confusing old-name.
  • Renamed SetScrollPosHere() to SetScrollHere(). Keep inline redirection function.
    Went back and forth on this one because I could have avoided to rename it. Using 'From' in two functions name seemed like the best way to convey the difference between positions and scrolling amount so I first had SetScrollFromCursorPos() with would be "more precise", then went back to the "Here" notation that is also used in SetKeyboardFocusHere() which doesn't and can't refer to CursorPos. Any opinion?

Hopefully the new set of functions allows to do everything:

float GetScrollY();                                                // get scrolling amount [0..GetScrollMaxY()]
float GetScrollMaxY();                                             // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
void  SetScrollY(float scroll_y);                                  // set scrolling amount [0..GetScrollMaxY()]
void  SetScrollHere(float center_y_ratio = 0.5f);                  // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
void  SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
static inline void SetScrollPosHere() { SetScrollFromCursorPos(); } // OBSOLETE 1.42+

The only thing I'm not confident about is the effect of horizontal scrolling.on the optional parameter of SetScrollHere(). I suppose it'll have to be a second optional parameter which will be weird when that happen.

@ocornut
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ocornut commented Jul 3, 2015

The new parameter center_y_ratio=0.5f allows to specify how to set the scrolling (center by default), e.g.

scroll

ocornut added a commit that referenced this issue Jul 3, 2015
@ocornut
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ocornut commented Jul 3, 2015

So to answer you original request, so you can do things like:

// page down-ish
imGui::SetScrollY(ImGui::GetScrollY() + ImGui::GetWindowSize().y); 

Or based on an actual cursor position (item position)

ImGui::SetScrollFromPosY(my_pos + 100)

@emoon
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emoon commented Jul 3, 2015

Sweet! Thanks. I will try it out

@emoon
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emoon commented Jul 3, 2015

Works perfect. Thanks!

@emoon emoon closed this as completed Jul 3, 2015
ocornut added a commit that referenced this issue Nov 29, 2017
…a547bf21f46e736ea89f79fffb5 with similar desirable jump/discontinuity at each limit to skip the (ItemSpacing>WindowPadding) difference (followup to 0e5b64e, #150)
ocornut added a commit that referenced this issue Sep 2, 2022
…window/cell boundaries. (#5548)

This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150
@ocornut
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ocornut commented Sep 2, 2022

  • For large output, what one typically does is to bypass submitting the non-visible content and do a SetCursorPos() to provide the content size to the ImGui so it can draw a scrollbar.

Hi! This is Omar pretending to a be a bot!
The quoted message (posted 2015/03/03) suggested an incorrect usage pattern which we had to obsolete in 1.89. An item (even a Dummy()) needs to be submitted to extend parent window/cell boundaries. See #5548 for details.

ocornut added a commit that referenced this issue Sep 2, 2022
…window/cell boundaries. (#5548)

This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150

# Conflicts:
#	imgui.cpp
benfc1993 pushed a commit to benfc1993/imgui that referenced this issue Sep 4, 2022
DnA-IntRicate added a commit to DnA-IntRicate/imgui that referenced this issue Oct 7, 2022
* Docking: added comments. added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.

(Could probably do something similar with TabBarFlagsOverrideSet+Clear for ocornut#2700 later.)

* Docking: docked window honor tab and text colors by storing them. (ocornut#2771)

Later to lead into ocornut#2700 and ocornut#2539
Move tab submission block above in DockNodeUpdateTabBar(), not strictly necessary for this change as is, but useful if needing to apply override for TitleBg* as we'd need a value for node->VisibleWindow earlier than currently set.

* Fixed some compile warnings with Clang on Windows (ocornut#3754)

* Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (ocornut#3766, ocornut#3758)

Cannot repro here but appears to a user on Linux. Fix may be not super solid.

* Docking: on node split, update memorized DockId for currently closed windows (ocornut#3716)

Amended by @ocornut with same fix in DockBuilderRemoveNodeChildNodes().

* Docking: fix gap in hit test hold when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (ocornut#3733)

* Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept)

Use GetMainViewport() if stuck.

* Viewports: Moved in own section of imgui.h ahead of merging a small part of viewport interface to master.

* Viewports: trying to treat GetMainViewport() as const. Reducing unnecessary casts of ImGuiViewportP*

Metrics: readded root Drawlists node in metrics to match master.
The (void*) casts are implying const-casst but currently left GetMainViewport() as returning non-const.

* Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch.

* Fix for compiling imgui_internal.h without operators + made GetWorkRect() consistent with clamped WorkSize.

* Misc tweaks - mostly toward minimizing diff in upcoming backport merge of a few viewport structures in master

* Viewports: Fix issue inferring viewport z-order when new popups gets created. (ocornut#3734) + Metrics updates.

Revert 6bc5266
Showing inferred order and missing flags in metrics.

* Viewports: Setting the new (currently dummy) flags on viewports. (ocornut#3789, ocornut#1542, ocornut#3680, ocornut#3350, ocornut#3012, ocornut#2471)

Amend the merging of f14042c (merge ee59d7a)

* Remove redundant GetMainViewport decl in imgui.h (ocornut#3801, ocornut#3800)

* Docking: Made close button enable logic consistent on dockspace. When no docked window have a close button or it is disabled on the node, the space is given to tabs.

Clarified close_button_is_visible vs close_button_is_enabled behavior in DockNodeUpdateTabBar().. (ocornut#3633, ocornut#3521)
Reduced alpha of disabled close button a little bit further.
Removed 'EnableCloseButton' which was actually unused (can't be infered early, need ->VisibleWindow anyway, which is not == ->ActiveWindow)

* Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated Docking/Viewports part of Changelog (e.g. removed bits that are now already in master, clarified some added bits)

* Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (ocornut#3213)

* Internals: Add a way to request window to not process any interactions for specified number of frames.

* Added missing IMGUI_API to internal docking-related structs. (ocornut#3850)

* Internals: Docking: some renaming.

* Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop->RootWindow.

Why?  So by default RootWindow matches user expectation on both branches, and RootWindowDockTree is more intentful.
(Actually should reduce diff between master<>docking)

* Viewports, Backend: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch (ok in master), GLFW: Fix application of WantSetMousePos. (ocornut#1542, ocornut#787)

Shows how little this feature is used with nav (was designed for small devices and frankly may be dropped) - but the backend support itself we will make use of for other features.

* Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin().

* ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners.

* Removed deprecated flag stopping compilation (ocornut#3902)

* Docking: Dockspace() never draws a background. (ocornut#3924)

* Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease further manipulations.

Kind of a welcome hack.

* Docking: Add support for split_outer in DockContextCalcDropPosForDocking().
Misc: Add FIXME regarding behavior of some window fields.

* Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (ocornut#3881)

* BeginMainMenuBar(): remove expectation that we don't know menu bar height ahead, allowing up to generalize placement in any direction (will be done in master)

Amend 75de34e

* Viewports: Hotfix for crash in monitor array access, caused by 4b9bc49. (ocornut#3967)

* TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.

Fixes tab reordering in test engine when using fast mode.

# Conflicts:
#	imgui_widgets.cpp

* TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.

Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)

* Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (ocornut#3837).

* Docking: DockSpace() returns its node ID + adding branch changelog.

* Docking: fix undocking from tab-bar by moving mouse horizontally, broken by d705192.

* Docking: removed io.ConfigDockingWithShift option. (ocornut#2109)

* Docking: fix undocking from tab-bar by moving mouse horizontally, amend 3ed07a8 + d705192.

Automation system may drag e.g. right-most tab far left (and vice-versa) and one frame and our current logic would fail at it.

* Fix popup positioning, broken by 84e6fe4. (ocornut#3991, ocornut#3982)

* Docking: Fixed restoring of tab order within a dockspace or a split node.

(tests in "docking_tab_order")

* Docking: Fixed multiple simultaneously reappearing window from appearing undocked in their initial frame.

* Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.

* Docking: move NavWindow to SelectedTabId application lower to leave a chance for in-between code to alter focus. + store per-node window menu button id to simplify usage.

* Docking: Fix window menu button. Broken by 3f16a52 (ocornut#4043)

Worked on single-frame click.

* Changelog: added docking+entries from 1.72 to 1.82 to increase their visibility.

* Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (ocornut#4151, ocornut#3759, ocornut#3227)

* Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. Tweak rendering and alignment of dock node menu marker. (ocornut#4130)

+ Fix ~0 in EndFrameDrawDimmedBackgrounds() which is obsolete way of signifying "all round corners".

* Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061)

* Docking: Amend 91704b7, window->DockXXX booleans not properly cleared when window not docked. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061)

Fix issue with freshly split windows/nodes incorrectly returning true to IsWindowAppearing().

* Docking: Fix IsWindowAppearing() unnecessarily returning true twice in a row. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061) + added a zealous assert.

* Docking: Clicking on the right-most close button of a docking node closes all windows. (ocornut#4186)

* Docking: comments (ocornut#4189)

* Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (ocornut#211)

* ImVector: added clear_delete(), clear_destruct() helpers.

# Conflicts:
#	imgui.cpp

* Nav, Drag and Drop, Docking: fixed two issues leading nav result to conflict with moving a window. (ocornut#4211, ocornut#3025)

* Backends, Viewports: Vulkan: Fix the use of the incorrect fence in wait for fence. (ocornut#4208)

The fence being waited upon was not the one associated with the current frame.
This results in validation error detecting a reset of command buffers still in use and resetting fences while still in use.
Read more details in ocornut#4208

* Metrics: Tentative fix for bad printf format.

Ref b53b8f5, a7a1b3b

* Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change

* Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value of the implicit/fallback window. (ocornut#4236, ocornut#2409)

Amend 3ead982

* Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().

No need to clear fields before deletion. DX12: renamed to match docking branch.

* Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c6038)

* Docking: removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass. (ocornut#2999, ocornut#3521, ocornut#3633)

+ extraded bits of metrics into DebugNodeDockNodeFlags()

* Docking: Reworked node flags saving/inheritance... (ocornut#4292, ocornut#3834, ocornut#3633, ocornut#3521, ocornut#3492, ocornut#3335, ocornut#2999, ocornut#2648)

..so that flags enforced by docked windows via the DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.

* Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking definition of ImGuiDockNodeFlags_NoDockingOverOther which now means "non empty node". (ocornut#3492, ocornut#2648, ocornut#4292)

* Docking: Fixed crash issues using DockBuilderRemoveNode() in some situations. (ocornut#3111, ocornut#3179, ocornut#3203, ocornut#4295)

If the deleted root node isn't part of a dockspace with a central node, it won't be "protected" but removed when last window gets removed.

* Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace.. (ocornut#3203, ocornut#4295)

Which tends to happen when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace on the next frame after the floating window hosting the node has been automatically created.

* Added missing IMGUI_API to GetViewportPlatformMonitor. (ocornut#4309)

* Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (ocornut#787, ocornut#2445, ocornut#2696, ocornut#3751, ocornut#4377)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp

* IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports. Amend 2f40be6. (ocornut#3532)

* Fix BeginDisabled(false), (ocornut#211, ocornut#4452)

* Fix BeginDisabled(false), again, (ocornut#211, ocornut#4452, ocornut#4453) Version 1.84.1

(forced pushed since our earlier versioning didn't sort correctly in github web)

# Conflicts:
#	docs/CHANGELOG.txt

* Backends: GLFW: Fixed unused variable warning for empty assert macro. (ocornut#4459)

* Docking: fixed settings load issue when mouse wheeling. (ocornut#4310)

* Docking: fix 58f5092 (ocornut#4310)

If we clear _ChildWindow flag we must remove it from here otherwise render loop will fail.

* Docking: warning fix for when IM_ASSERT() is empty

* Fixed bad merge of Changelog in docking branch

* Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags.

* Fixed _ChildWindows from leaking docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy and ImGuiHoveredFlags_DockHierarchy.

* Viewports: fixed unnecessary creation of temporary viewports when multiple docked windows got reassigned to a new node (created mid-frame) which already has a HostWindow

* Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.

t would manifest when e.g. reconfiguring dock nodes while dragging.

* Viewports: fix window with viewport ini data immediately merged into a host viewport from leaving a temporary viewport alive for a frame (would leak into backend).

* Fixed IsWindowFocused/IsWindowHovered with _ChildWindows for not following through popup parents (amend 6b1e094, fix ocornut#4527)

* Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame() function.

* Docking: bits.

* Docking: floating node with a central node hides properly when nothing is docked + rename.

* Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.

* Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (ocornut#4547, ocornut#4439)

* Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when called after Begin() on a docked window (ocornut#3851)

Fix ee643b2

* Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopupHierarchy (followup ocornut#4527)

IsWindowFocused: fix flag usage (amend 6b1e094) was technically harmless because of light typing.

* Docking: reinstate io.ConfigDockingWithShift option. (ocornut#4643)

This more or less reverts commit 3ed07a8.

* Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (ocornut#4655, ocornut#4452, ocornut#4453, ocornut#4462)

* Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (ocornut#4656)

* Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0. (ocornut#3152, ocornut#2871)

* Fixed tooltip in own viewport over modal from being incorrectly dimmed. (ocornut#4729)

Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.

* Fixed crash on right-click without modal, introduced by previous commit a3667f4,  (ocornut#4729)

* Viewports: fix missing default per-window value for ParentViewportId due to zero-cleared in-window instance (ocornut#4756)

Broken by 2080d12

* Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace. (ocornut#4757)

* Docking: Fix typo (had no side effect) (ocornut#4778)

Co-authored-by: Mikko Sivulainen <mikko.sivulainen@supercell.com>

* Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport + moved EndFrameDrawDimmedBackgrounds() call + removed duplicate code in Begin() already in EndFrameDrawDimmedBackgrounds()

* Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.

* Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.

Fix 718e15c while preserving its intended property. Tested by "docking_window_appearing_layout". (ocornut#2109)

* Docking: internals: extracted rounding corner calculation into reusable CalcRoundingFlagsForRectInRect() function.

* Docking: docked windows honor ImGuiCol_WindowBg. Host window in charge of rendering seams. (ocornut#2700, ocornut#2539 + Docked windows honor display their border properly. (ocornut#2522)

Plus: better support for transparent one in nodes
Side effects: DockContextBindNodeToWindow doesn't alter node->IsVisible.
Side effects: ImDrawList:: _ResetForNewFrame() needs to merge, sane (in case of
(Amended, force-pushed)

* Docking: Amend b16f738 fixed dimming of docked window + removed thin highlight around windows (never worked on docked window, not viewports friendly, hard to move to EndFrame) (ocornut#2700, ocornut#2539, ocornut#2522)

* Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame, which will simplify things for an upcoming commit.

(Will backport some of this back to master now.)

* Nav, Docking: Fix dimming on docked windows.

* Nav, Docking: Fix crash on dimming docked window and DockSpaceOverViewport() with PassthruCentralNode.

(amend 1dc3af3, 23ef6c1, 657073a)

* Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. (ocornut#1414, ocornut#2562, ocornut#2807, ocornut#4008, ocornut#4158, ocornut#4375, ocornut#4548, ocornut#4657, ocornut#4796)

  ocornut#4158, ocornut#4375, ocornut#4548, ocornut#4657, ocornut#4796)

* Docking: prevent docking any window created above a popup/modal. (ocornut#4317)

* Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking. (ocornut#3496, ocornut#4797)

* Internals: reduced side-effects of setting window->HiddenFramesForRenderOnly > 0

* Viewports: Fixed a CTRL+TAB crash with viewports enabled (ocornut#4023, ocornut#787) (amend 1dc3af3, 23ef6c1, 657073a)

+ Expose FindHoveredViewportFromPlatformWindowStack() in imgui_internal.h

* Update .gitignore

* Backends: OSX: Fixed typo.

* Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. (ocornut#2625, ocornut#4858)

Amend 790132a (breaking)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp

* IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (ocornut#4905, ocornut#4858)

* Merge "Backends: SDL: Fix for Emscriptem. Amend 98ce013." + Fix bad merge from master of "is_app_focused" property (Amend 0647ba3)

* Viewports: Fixed active InputText() from preventing viewports to merge. (ocornut#4212)

* Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (ocornut#1542, ocornut#4665)

* IO: added AddMouseViewportEvent() + used in backends.

* Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (ocornut#4792)

* Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)

# Conflicts:
#	imgui.cpp

* Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (ocornut#4960)

* Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows).

* Docking: Tabs use their own identifier (in order to make window->ID refer to whole window in test engine).  Also prevents Tab ID from clashing with "" which was common.

* Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.

Could merge on master.

* Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works under Linux. (ocornut#4960) + Reword tests to help static analysis.

* Docking: fixed potential crash if a passthrough dock node is submitted without a child intermediate (currently not possible via API)

* Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. (Merged from master+ rework for docking)

# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp

* Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize when multi-viewports are disabled. (ocornut#4900)

* Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (ocornut#5044)

* Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (ocornut#5057)

* Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (ocornut#5012)

* Backends: SDL: Fix more dragging issues. SDL_CaptureMouse() is essentially broken. (ocornut#5012, ocornut#5082)

master got c5f6721 which is combining f337378 and this commit.

* Windows: Fixed first-time windows appearing in negative coordinates. (ocornut#5215, ocornut#3414)

Regression added in 6af92b0

* Backends: OSX, Metal: Added multi-viewports support. (ocornut#4821, ocornut#2778)

* Backends: OSX, Metal: Amend d111133, tidying up, remove unused, misc tweaks. . (ocornut#4821, ocornut#2778)

* Backends: OSX: Implement ImGui_ImplOSX_ShowWindow(). (ocornut#5299)

* Examples: Apple+OpenGL: Fix build.

* Docking: Fixed moving window being interrupted when undocing a window with "io.ConfigDockingAlwaysTabBar = true". (ocornut#5324)

Regression introduced in 6b77668

* Docking: Fix unhiding tab bar regression. (ocornut#5325, ocornut#5181)

Broken by 9038678

* Misc: Fix custom assertion macro failing to compile imgui.cpp (ocornut#5378)

* Docking: Fixed incorrect focus highlight on docking node when focusing empty central node or a child window which was manually injected into a dockspace window.

* Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport support with Metal backend.

Fixes ocornut#5392 + alignment fixes and removed static_cast<> + Amended with fix.

* Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (ocornut#5401)

Ideally we should untangle the purpose of parent_window_in_stack / ParentWindowInBeginStack better.

* Docking: Amend 24dfebf. Fixed incorrect focus highlight on docking node with nested hierarchies.

* Backends: GLFW: Fixed leftover static variable preventing from changing or reinitializing backend while application is running. (ocornut#4616, ocornut#5434)

* Backends, Viewport: Metal: Pull format from shared context. (ocornut#5403, ocornut#5437)

* Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer  (ocornut#5463, ocornut#4792)

Fix 37958ca

* Docking: Fix docked window contents not rendering when switching with CTRL+Tab.

(regression from 8eb8689).

* Internals: Docking: make DockContextFindNodeByID() more visible (instead of DockBuilderGetNode)

+ using defines for channel changes.

* Docking: Fixed splitting/docking into a node that has buttons amended into tab bar. Windows were not moved correctly. (ocornut#5515)

* Docking: Fixed amending into an existing tab bar from rendering invisible items. (ocornut#5515, amend b16f738 ocornut#2700, ocornut#2539)

Commit b16f738 left us with a "current" channel 0 which seems inadequate. Undoing that, assuming default is always 1, code filling bg color does a switch. Only DockContextEndFrame() leave it at 0 and it's not particularly necessary.

* Docking+Viewports: Fix undocking window node causing parent viewport to become unresponsive. (ocornut#5503)

Amend 67be485, Somehow ties to 58f5092 + 0eb45a0 (ocornut#4310)
Unsure of exact chain of event but this caused a parent link msimatch between the time of the MouseMoving test in AddUpdateViewport() setting _NoInputs on the wrong parent., and the release clearing _NoInputs on the rght one.

* Docking: Simplify logic of moving tabs between nodes. Amends 0abe7d. (ocornut#5515)

The idea is that in the absence of a tab bar, as new one gets created new tabs will be sorted based on window->DockOrder so this may work but we're not 100% sure.

* Docking: Add source dock node parameter DockContextCalcDropPosForDocking() to facilitate test engine (un)docking nodes before they are split out to their own window.
Metrics: Display dock_node->Windows in node metrics.

* Internals: Docking: rename HoveredDockNode to DebugHoveredDockNode to clarify that it isn't usable for much other than debugging.

* Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without NavEnableKeyboard (ocornut#5504, ocornut#4023);

* Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (ocornut#5548)

This incorrect pattern has been mentioned or suggested in: ocornut#4510, ocornut#3355, ocornut#1760, ocornut#1490, ocornut#4152, ocornut#150

# Conflicts:
#	imgui.cpp

* Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (ocornut#5665)

* Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (ocornut#5702)

* Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (ocornut#4468, ocornut#4825, ocornut#4832, ocornut#5127, ocornut#5655, ocornut#5709)

# Conflicts:
#	backends/imgui_impl_opengl3.cpp

* Update imgui_impl_vulkan.h to match martty/imgui

https://github.com/martty/imgui/blob/master/examples/imgui_impl_vulkan.h

* Update imgui_impl_vulkan.cpp to match martty/imgui

https://github.com/martty/imgui/blob/master/examples/imgui_impl_vulkan.cpp

* Viewports: Fix AddMouseViewportEvent() to honor AppAcceptingEvents, filter duplicate, add to debug log.

* Docking: Fixed missing highlight when using dock node host window borders. (ocornut#5702)

Amend 8f43487, 9764adc, 24dfebf

* Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. [changes for docking] (ocornut#5745)

+ TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable.

* Fix for Vulkan validation layer warnings

Fix from: TheCherno@add065f
ocornut#3957

Co-authored-by: ocornut <omarcornut@gmail.com>
Co-authored-by: Sammy Fatnassi <sammyfreg@gmail.com>
Co-authored-by: GamingMinds-DanielC <daniel.cremers@gamingmindsstudios.com>
Co-authored-by: Adam Kewley <contact@adamkewley.com>
Co-authored-by: Rokas Kupstys <rokups@zoho.com>
Co-authored-by: David Maas <contact@pathogenstudios.com>
Co-authored-by: CheckmateAt7 <66566308+CheckmateAt7@users.noreply.github.com>
Co-authored-by: warriormaster12 <streng.alexander@gmail.com>
Co-authored-by: Michel Lesoinne <michel.lesoinne@androdevllc.com>
Co-authored-by: Mikko Sivulainen <mikko.sivulainen@gmail.com>
Co-authored-by: Mikko Sivulainen <mikko.sivulainen@supercell.com>
Co-authored-by: Dima Koltun <koltundimachamp@gmail.com>
Co-authored-by: stuartcarnie <stuart.carnie@gmail.com>
Co-authored-by: omar <ocornut@users.noreply.github.com>
Co-authored-by: Andrej Redeky <41929176+WSSDude420@users.noreply.github.com>
Co-authored-by: Runik <rtoumazet@free.fr>
Co-authored-by: Stephen H. Gerstacker <stephen@gerstacker.us>
ocornut added a commit that referenced this issue May 28, 2024
…ing mouse button repeats scrolling. (#7328, #150)

Remove absolute seeking entirely. Amend f021080.
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