LIBS: updated dearimgui

master
Martin Gerhardy 2022-05-23 20:47:34 +02:00
parent 21cb77f4ee
commit 2e370517e0
6 changed files with 198 additions and 90 deletions

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@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
@ -209,6 +210,30 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
static void ImGui_ImplOpenGL3_InitPlatformInterface(); static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions // Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{ {
@ -411,6 +436,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif #endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
@ -520,6 +552,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindVertexArray(last_vertex_array_object); glBindVertexArray(last_vertex_array_object);
#endif #endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);

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@ -11,7 +11,7 @@
// - FAQ http://dearimgui.org/faq // - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui // - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases // - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) // - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues // - Issues & support https://github.com/ocornut/imgui/issues
@ -3936,7 +3936,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
// When a window stop being submitted while being dragged, it may will its viewport until next Begin() // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL); const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
{ {
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
@ -4227,7 +4227,9 @@ void ImGui::UpdateMouseWheel()
} }
} }
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) float wheel_x = g.IO.MouseWheelH;
float wheel_y = g.IO.MouseWheel;
if (wheel_x == 0.0f && wheel_y == 0.0f)
return; return;
if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))
@ -4239,7 +4241,7 @@ void ImGui::UpdateMouseWheel()
// Zoom / Scale window // Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{ {
StartLockWheelingWindow(window); StartLockWheelingWindow(window);
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
@ -4263,8 +4265,11 @@ void ImGui::UpdateMouseWheel()
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// (we avoid doing it on OSX as it the OS input layer handles this already) // (we avoid doing it on OSX as it the OS input layer handles this already)
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; if (swap_axis)
const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; {
wheel_x = wheel_y;
wheel_y = 0.0f;
}
// Vertical Mouse Wheel scrolling // Vertical Mouse Wheel scrolling
if (wheel_y != 0.0f) if (wheel_y != 0.0f)
@ -6123,8 +6128,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
ImVec2 p = node->Pos; ImVec2 p = node->Pos;
ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
ImGuiID unhide_id = window->GetID("#UNHIDE");
KeepAliveID(unhide_id);
bool hovered, held; bool hovered, held;
if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarToggle = true;
else if (held && IsMouseDragging(0)) else if (held && IsMouseDragging(0))
StartMouseMovingWindowOrNode(window, node, true); StartMouseMovingWindowOrNode(window, node, true);
@ -8170,14 +8177,6 @@ const char* ImGui::GetKeyName(ImGuiKey key)
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
} }
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
const ImGuiKeyData* key_data = GetKeyData(key);
return key_data->Down;
}
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
// t1 = current time (e.g.: g.Time) // t1 = current time (e.g.: g.Time)
// An event is triggered at: // An event is triggered at:
@ -8204,22 +8203,35 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
} }
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down)
return false;
return true;
}
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
const ImGuiKeyData* key_data = GetKeyData(key); const ImGuiKeyData* key_data = GetKeyData(key);
const float t = key_data->DownDuration; const float t = key_data->DownDuration;
if (t == 0.0f) if (t < 0.0f)
return true; return false;
if (repeat && t > g.IO.KeyRepeatDelay) const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; if (!pressed)
return false; return false;
return true;
} }
bool ImGui::IsKeyReleased(ImGuiKey key) bool ImGui::IsKeyReleased(ImGuiKey key)
{ {
const ImGuiKeyData* key_data = GetKeyData(key); const ImGuiKeyData* key_data = GetKeyData(key);
return key_data->DownDurationPrev >= 0.0f && !key_data->Down; if (key_data->DownDurationPrev < 0.0f || key_data->Down)
return false;
return true;
} }
bool ImGui::IsMouseDown(ImGuiMouseButton button) bool ImGui::IsMouseDown(ImGuiMouseButton button)
@ -17501,12 +17513,16 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// - RenderViewportThumbnail() [Internal] // - RenderViewportThumbnail() [Internal]
// - RenderViewportsThumbnails() [Internal] // - RenderViewportsThumbnails() [Internal]
// - DebugTextEncoding()
// - MetricsHelpMarker() [Internal] // - MetricsHelpMarker() [Internal]
// - ShowFontAtlas() [Internal]
// - ShowMetricsWindow() // - ShowMetricsWindow()
// - DebugNodeColumns() [Internal] // - DebugNodeColumns() [Internal]
// - DebugNodeDockNode() [Internal] // - DebugNodeDockNode() [Internal]
// - DebugNodeDrawList() [Internal] // - DebugNodeDrawList() [Internal]
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
// - DebugNodeFont() [Internal]
// - DebugNodeFontGlyph() [Internal]
// - DebugNodeStorage() [Internal] // - DebugNodeStorage() [Internal]
// - DebugNodeTabBar() [Internal] // - DebugNodeTabBar() [Internal]
// - DebugNodeViewport() [Internal] // - DebugNodeViewport() [Internal]
@ -17573,11 +17589,47 @@ static void RenderViewportsThumbnails()
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
{ {
const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs; const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs; const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
return b->LastFrontMostStampCount - a->LastFrontMostStampCount; return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
} }
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
void ImGui::DebugTextEncoding(const char* str)
{
Text("Text: \"%s\"", str);
if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
return;
TableSetupColumn("Offset");
TableSetupColumn("UTF-8");
TableSetupColumn("Glyph");
TableSetupColumn("Codepoint");
TableHeadersRow();
for (const char* p = str; *p != 0; )
{
unsigned int c;
const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
TableNextColumn();
Text("%d", (int)(p - str));
TableNextColumn();
for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
{
if (byte_index > 0)
SameLine();
Text("0x%02X", (int)(unsigned char)p[byte_index]);
}
TableNextColumn();
if (GetFont()->FindGlyphNoFallback((ImWchar)c))
TextUnformatted(p, p + c_utf8_len);
else
TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
TableNextColumn();
Text("U+%04X", (int)c);
p += c_utf8_len;
}
EndTable();
}
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc) static void MetricsHelpMarker(const char* desc)
{ {
@ -17592,9 +17644,24 @@ static void MetricsHelpMarker(const char* desc)
} }
} }
#ifndef IMGUI_DISABLE_DEMO_WINDOWS // [DEBUG] List fonts in a font atlas and display its texture
namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
#endif {
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
PushID(font);
DebugNodeFont(font);
PopID();
}
if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
TreePop();
}
}
void ImGui::ShowMetricsWindow(bool* p_open) void ImGui::ShowMetricsWindow(bool* p_open)
{ {
@ -17669,6 +17736,19 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Tools // Tools
if (TreeNode("Tools")) if (TreeNode("Tools"))
{ {
bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
SameLine();
MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
if (show_encoding_viewer)
{
static char buf[100] = "";
SetNextItemWidth(-FLT_MIN);
InputText("##Text", buf, IM_ARRAYSIZE(buf));
if (buf[0] != 0)
DebugTextEncoding(buf);
TreePop();
}
// Stack Tool is your best friend! // Stack Tool is your best friend!
Checkbox("Show stack tool", &cfg->ShowStackTool); Checkbox("Show stack tool", &cfg->ShowStackTool);
SameLine(); SameLine();
@ -17867,14 +17947,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// Details for Fonts // Details for Fonts
#ifndef IMGUI_DISABLE_DEMO_WINDOWS
ImFontAtlas* atlas = g.IO.Fonts; ImFontAtlas* atlas = g.IO.Fonts;
if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
{ {
ShowFontAtlas(atlas); ShowFontAtlas(atlas);
TreePop(); TreePop();
} }
#endif
// Details for Docking // Details for Docking
#ifdef IMGUI_HAS_DOCK #ifdef IMGUI_HAS_DOCK
@ -18083,25 +18161,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
End(); End();
} }
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
PushID(font);
DebugNodeFont(font);
PopID();
}
if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
TreePop();
}
}
// [DEBUG] Display contents of Columns // [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{ {
@ -18395,17 +18454,13 @@ void ImGui::DebugNodeFont(ImFont* font)
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
if (glyph) if (!glyph)
font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); continue;
if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
if (IsMouseHoveringRect(cell_p1, cell_p2))
{ {
BeginTooltip(); BeginTooltip();
Text("Codepoint: U+%04X", base + n); DebugNodeFontGlyph(font, glyph);
Separator();
Text("Visible: %d", glyph->Visible);
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
EndTooltip(); EndTooltip();
} }
} }
@ -18417,6 +18472,16 @@ void ImGui::DebugNodeFont(ImFont* font)
TreePop(); TreePop();
} }
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
{
Text("Codepoint: U+%04X", glyph->Codepoint);
Separator();
Text("Visible: %d", glyph->Visible);
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
}
// [DEBUG] Display contents of ImGuiStorage // [DEBUG] Display contents of ImGuiStorage
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
{ {

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@ -11,7 +11,7 @@
// - FAQ http://dearimgui.org/faq // - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui // - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases // - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) // - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues // - Issues & support https://github.com/ocornut/imgui/issues
@ -65,7 +65,7 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.88 WIP" #define IMGUI_VERSION "1.88 WIP"
#define IMGUI_VERSION_NUM 18719 #define IMGUI_VERSION_NUM 18721
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -951,7 +951,7 @@ namespace ImGui
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities // Debug Utilities
// - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API void DebugTextEncoding(const char* text);
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators // Memory Allocators

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@ -399,7 +399,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{ {
const float radius = (float)i; const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
} }
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
} }
@ -1066,7 +1066,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1158,7 +1158,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1177,7 +1177,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl
// 0: East, 3: South, 6: West, 9: North, 12: East // 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1187,7 +1187,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1368,7 +1368,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
PathLineTo(a); PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y)); PathLineTo(ImVec2(b.x, a.y));
@ -1414,7 +1414,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
PrimReserve(6, 4); PrimReserve(6, 4);
PrimRect(p_min, p_max, col); PrimRect(p_min, p_max, col);
@ -1490,7 +1490,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{ {
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
@ -1514,7 +1514,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{ {
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
@ -1654,7 +1654,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
return; return;
flags = FixRectCornerFlags(flags); flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return; return;

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@ -706,7 +706,6 @@ struct ImChunkStream
// //
// Rendering circles with an odd number of segments, while mathematically correct will produce // Rendering circles with an odd number of segments, while mathematically correct will produce
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
//
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
@ -1793,10 +1792,6 @@ struct ImGuiContext
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame; bool ActiveIdHasBeenEditedThisFrame;
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
@ -1808,6 +1803,12 @@ struct ImGuiContext
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// Input Ownership
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
// Next window/item data // Next window/item data
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
@ -2043,10 +2044,6 @@ struct ImGuiContext
ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false; ActiveIdHasBeenEditedThisFrame = false;
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask.ClearAllBits();
ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL; ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None; ActiveIdSource = ImGuiInputSource_None;
@ -2058,6 +2055,11 @@ struct ImGuiContext
LastActiveId = 0; LastActiveId = 0;
LastActiveIdTimer = 0.0f; LastActiveIdTimer = 0.0f;
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask.ClearAllBits();
CurrentItemFlags = ImGuiItemFlags_None; CurrentItemFlags = ImGuiItemFlags_None;
BeginMenuCount = 0; BeginMenuCount = 0;
@ -3162,6 +3164,7 @@ namespace ImGui
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font); IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTable(ImGuiTable* table);

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@ -548,13 +548,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{ {
// Poll buttons // Poll buttons
int mouse_button_clicked = -1; int mouse_button_clicked = -1;
int mouse_button_released = -1;
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
if (mouse_button_clicked != -1 && g.ActiveId != id) if (mouse_button_clicked != -1 && g.ActiveId != id)
{ {
@ -579,15 +575,21 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
FocusWindow(window); FocusWindow(window);
} }
} }
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) if (flags & ImGuiButtonFlags_PressedOnRelease)
{ {
// Repeat mode trumps on release behavior int mouse_button_released = -1;
const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
if (!has_repeated_at_least_once) else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
pressed = true; else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
if (!(flags & ImGuiButtonFlags_NoNavFocus)) if (mouse_button_released != -1)
SetFocusID(id, window); {
ClearActiveID(); const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
if (!has_repeated_at_least_once)
pressed = true;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
ClearActiveID();
}
} }
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).