This brings nanosvg into the project for SVG loading and rendering.
Unfortunatly we can not at this time use a submodule for this project
until https://github.com/memononen/nanosvg/pull/214 is merged.
This removes the need for locking while also giving a better result in
the graph output. Also when the graph is disabled via the overlay
options it will no longer cause redraws.
When using jitRender, or on the first frame of an alert the window
doesn't get resized immediately causing it to cut off the end of the
text.
ImGui needs two passes to calulate the bounding box for automatically
sized windows, this is per it's design and not a bug, see:
https://github.com/ocornut/imgui/issues/2158#issuecomment-434223618
The translucent white modal background sort of cancels out the dark
background we apply to the overlay, which is undesirable. It should
instead further darken the background.
For consistency, we now use igGetColorU32Col(ImGuiCol_ModalWindowDimBg)
to draw the overlay background, to avoid hardcoding the same colour in
multiple places.
Currently, this is visible through how fast the cursor blinks, with it
blinking faster at higher refresh rates. This commit makes the timing
consistent.
imgui really hates it when we update the modifier key state after igNewFrame.
The result is:
void ImGui::ErrorCheckEndFrameSanityChecks(): Assertion
`(key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) &&
"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"'
failed.
Therefore, we buffer the modifier state information and update it in the IO
object right before we call igNewFrame.
Since we only update imgui's cursor location when the overlay is
enabled, if the last cursor position was showing a shape that is
incorrect when we re-enter the overlay the cursor will be wrong. This
corrects this by updating the location as we enter overlay mode.
This adds a new `earlyInit` call which allows the overlay to register
options before actually being intialized. Also the keybind handling and
state tracking for each overlay has been moved internal to the overlay
itself.
When entering overlay mode if the cursor was previously grabbed we
should restore the state when exiting overlay mode. This will also
correct the pointer setting it to NONE or SQUARE depending on the prior
grab state.