From 10949f93303dc9273262dc1c05371fc349688ac1 Mon Sep 17 00:00:00 2001 From: Cooltomten Date: Sat, 6 Jan 2024 23:59:16 +0100 Subject: [PATCH] Updated ImGui to ver 1.9 --- Volt/Sandbox/src/Sandbox/ImGuiRenderer.cpp | 7 +- .../src/Sandbox/NodeGraph/IONodeGraphEditor.h | 3 +- .../NodeGraph/NodeGraphEditorPinUtility.h | 9 +- .../Window/BehaviourGraph/BehaviorEditor.cpp | 1 - .../src/Sandbox/Window/ThemesPanel.cpp | 1 - Volt/Sandbox/src/Sandbox/Window/Timeline.cpp | 2 +- Volt/Sandbox/src/sbpch.h | 2 + .../src/Volt/ImGui/ImGuiImplementation.cpp | 1 - .../Volt/src/Volt/ImGui/ImGuiImplementation.h | 4 +- Volt/Volt/src/Volt/Utility/ImGuiExtension.h | 10 +- Volt/Volt/src/Volt/Utility/UIUtility.cpp | 18 +- .../vendor/imgui-node-editor/builders.cpp | 1 + .../imgui-node-editor/imgui_extra_math.h | 2 +- .../imgui-node-editor/imgui_extra_math.inl | 24 +- .../imgui-node-editor/imgui_node_editor.cpp | 14 +- .../imgui-node-editor/imgui_node_editor.h | 3 +- .../imgui_node_editor_internal.h | 2 +- .../imgui/backends/imgui_impl_allegro5.cpp | 450 +- .../imgui/backends/imgui_impl_allegro5.h | 17 +- .../imgui/backends/imgui_impl_android.cpp | 307 + .../imgui/backends/imgui_impl_android.h | 37 + .../vendor/imgui/backends/imgui_impl_dx10.cpp | 338 +- .../vendor/imgui/backends/imgui_impl_dx10.h | 17 +- .../vendor/imgui/backends/imgui_impl_dx11.cpp | 362 +- .../vendor/imgui/backends/imgui_impl_dx11.h | 17 +- .../vendor/imgui/backends/imgui_impl_dx12.cpp | 535 +- .../vendor/imgui/backends/imgui_impl_dx12.h | 30 +- .../vendor/imgui/backends/imgui_impl_dx9.cpp | 389 +- .../vendor/imgui/backends/imgui_impl_dx9.h | 17 +- .../vendor/imgui/backends/imgui_impl_glfw.cpp | 1180 +- .../vendor/imgui/backends/imgui_impl_glfw.h | 47 +- .../vendor/imgui/backends/imgui_impl_glut.cpp | 244 +- .../vendor/imgui/backends/imgui_impl_glut.h | 20 +- .../vendor/imgui/backends/imgui_impl_metal.h | 57 +- .../vendor/imgui/backends/imgui_impl_metal.mm | 793 +- .../imgui/backends/imgui_impl_opengl2.cpp | 125 +- .../imgui/backends/imgui_impl_opengl2.h | 15 +- .../imgui/backends/imgui_impl_opengl3.cpp | 652 +- .../imgui/backends/imgui_impl_opengl3.h | 67 +- .../backends/imgui_impl_opengl3_loader.h | 810 + .../vendor/imgui/backends/imgui_impl_osx.h | 46 +- .../vendor/imgui/backends/imgui_impl_osx.mm | 1094 +- .../vendor/imgui/backends/imgui_impl_sdl2.cpp | 1068 + .../vendor/imgui/backends/imgui_impl_sdl2.h | 46 + .../vendor/imgui/backends/imgui_impl_sdl3.cpp | 975 + .../vendor/imgui/backends/imgui_impl_sdl3.h | 43 + .../backends/imgui_impl_sdlrenderer2.cpp | 268 + .../imgui/backends/imgui_impl_sdlrenderer2.h | 41 + .../backends/imgui_impl_sdlrenderer3.cpp | 263 + .../imgui/backends/imgui_impl_sdlrenderer3.h | 41 + .../vendor/imgui/backends/imgui_impl_wgpu.cpp | 710 +- .../vendor/imgui/backends/imgui_impl_wgpu.h | 20 +- .../imgui/backends/imgui_impl_win32.cpp | 1069 +- .../vendor/imgui/backends/imgui_impl_win32.h | 32 +- Volt/Volt/vendor/imgui/imconfig.h | 58 +- Volt/Volt/vendor/imgui/imgui.cpp | 32289 ++++++++-------- Volt/Volt/vendor/imgui/imgui.h | 5120 +-- Volt/Volt/vendor/imgui/imgui_bezier.h | 4 +- Volt/Volt/vendor/imgui/imgui_demo.cpp | 16062 ++++---- Volt/Volt/vendor/imgui/imgui_draw.cpp | 6639 ++-- Volt/Volt/vendor/imgui/imgui_internal.h | 5120 +-- Volt/Volt/vendor/imgui/imgui_stacklayout.cpp | 1128 + Volt/Volt/vendor/imgui/imgui_stacklayout.h | 38 + .../vendor/imgui/imgui_stacklayout_internal.h | 30 + Volt/Volt/vendor/imgui/imgui_tables.cpp | 6557 ++-- Volt/Volt/vendor/imgui/imgui_widgets.cpp | 14293 +++---- Volt/Volt/vendor/imgui/imstb_rectpack.h | 927 +- Volt/Volt/vendor/imgui/imstb_textedit.h | 1824 +- Volt/Volt/vendor/imgui/imstb_truetype.h | 8492 ++-- Volt/Volt/vendor/imgui/premake5.lua | 7 +- 70 files changed, 61162 insertions(+), 49772 deletions(-) create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_android.cpp create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_android.h create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3_loader.h create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.cpp create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.h create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.cpp create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.h create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.cpp create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.h create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.cpp create mode 100644 Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.h create mode 100644 Volt/Volt/vendor/imgui/imgui_stacklayout.cpp create mode 100644 Volt/Volt/vendor/imgui/imgui_stacklayout.h create mode 100644 Volt/Volt/vendor/imgui/imgui_stacklayout_internal.h diff --git a/Volt/Sandbox/src/Sandbox/ImGuiRenderer.cpp b/Volt/Sandbox/src/Sandbox/ImGuiRenderer.cpp index b78b3849e..e0860dbe6 100644 --- a/Volt/Sandbox/src/Sandbox/ImGuiRenderer.cpp +++ b/Volt/Sandbox/src/Sandbox/ImGuiRenderer.cpp @@ -544,6 +544,7 @@ void Sandbox::DrawMenuBar() const ImRect menuBarRect = { ImGui::GetCursorPos(), {ImGui::GetContentRegionAvail().x, ImGui::GetFrameHeightWithSpacing()} }; ImGui::BeginGroup(); + ImGui::GetCurrentWindow()->DC.IsSameLine = false; // have to explicitly set this to false, otherwise the menu bar will be offset on y after the first menu since SameLine isnt supported by Selectable if (UI::BeginMenuBar(menuBarRect)) { if (ImGui::BeginMenu("File")) @@ -575,7 +576,7 @@ void Sandbox::DrawMenuBar() ImGui::EndMenu(); } - + if (ImGui::BeginMenu("Edit")) { if (ImGui::MenuItem("Undo", "Ctrl + Z")) @@ -729,7 +730,7 @@ void Sandbox::DrawMenuBar() std::filesystem::path defaultPath = Volt::ProjectManager::GetAudioBanksDirectory(); std::vector eventNames = Amp::WwiseAudioManager::GetAllEventNames(defaultPath); - Volt::EnumGenerator generator{ "WWiseEvents"}; + Volt::EnumGenerator generator{ "WWiseEvents" }; for (auto& event : eventNames) { if (event.empty()) continue; @@ -792,7 +793,7 @@ void Sandbox::SaveSceneAsModal() } const auto relPath = Volt::AssetManager::Get().GetRelativePath(destPath.string() + "\\" + mySaveSceneData.name + ".vtscene"); - + //myRuntimeScene->CopyTo(myRuntimeScene); myRuntimeScene->handle = {}; diff --git a/Volt/Sandbox/src/Sandbox/NodeGraph/IONodeGraphEditor.h b/Volt/Sandbox/src/Sandbox/NodeGraph/IONodeGraphEditor.h index 131621df7..bc118bb6f 100644 --- a/Volt/Sandbox/src/Sandbox/NodeGraph/IONodeGraphEditor.h +++ b/Volt/Sandbox/src/Sandbox/NodeGraph/IONodeGraphEditor.h @@ -26,7 +26,8 @@ #include #include -#include +#define IMGUI_DEFINE_MATH_OPERATORS +#include #include #include diff --git a/Volt/Sandbox/src/Sandbox/NodeGraph/NodeGraphEditorPinUtility.h b/Volt/Sandbox/src/Sandbox/NodeGraph/NodeGraphEditorPinUtility.h index f5fdeee4b..78e15306b 100644 --- a/Volt/Sandbox/src/Sandbox/NodeGraph/NodeGraphEditorPinUtility.h +++ b/Volt/Sandbox/src/Sandbox/NodeGraph/NodeGraphEditorPinUtility.h @@ -1,6 +1,7 @@ #pragma once -#include +#define IMGUI_DEFINE_MATH_OPERATORS +#include #include "Sandbox/Utility/EditorResources.h" #include "Volt/Rendering/Texture/Texture2D.h" enum class IconType : ImU32 @@ -59,19 +60,19 @@ inline static void DrawIconKey(ImDrawList* drawList, const ImVec2& a, const ImVe const auto tip_bottom = ImVec2(canvas_x + canvas_w * 0.5f, bottom); drawList->PathLineTo(ImVec2(left, top) + ImVec2(0, rounding)); - drawList->PathBezierCurveTo( + drawList->PathBezierCubicCurveTo( ImVec2(left, top), ImVec2(left, top), ImVec2(left, top) + ImVec2(rounding, 0)); drawList->PathLineTo(tip_top); drawList->PathLineTo(tip_top + (tip_right - tip_top) * tip_round); - drawList->PathBezierCurveTo( + drawList->PathBezierCubicCurveTo( tip_right, tip_right, tip_bottom + (tip_right - tip_bottom) * tip_round); drawList->PathLineTo(tip_bottom); drawList->PathLineTo(ImVec2(left, bottom) + ImVec2(rounding, 0)); - drawList->PathBezierCurveTo( + drawList->PathBezierCubicCurveTo( ImVec2(left, bottom), ImVec2(left, bottom), ImVec2(left, bottom) - ImVec2(0, rounding)); diff --git a/Volt/Sandbox/src/Sandbox/Window/BehaviourGraph/BehaviorEditor.cpp b/Volt/Sandbox/src/Sandbox/Window/BehaviourGraph/BehaviorEditor.cpp index 93133fbbf..d0f5d6ccd 100644 --- a/Volt/Sandbox/src/Sandbox/Window/BehaviourGraph/BehaviorEditor.cpp +++ b/Volt/Sandbox/src/Sandbox/Window/BehaviourGraph/BehaviorEditor.cpp @@ -2,7 +2,6 @@ #include "BehaviorEditor.h" #include "BehaviorPanel.h" #include -#include #include #include #include diff --git a/Volt/Sandbox/src/Sandbox/Window/ThemesPanel.cpp b/Volt/Sandbox/src/Sandbox/Window/ThemesPanel.cpp index 5bc581f7b..bcabcdffe 100644 --- a/Volt/Sandbox/src/Sandbox/Window/ThemesPanel.cpp +++ b/Volt/Sandbox/src/Sandbox/Window/ThemesPanel.cpp @@ -309,7 +309,6 @@ void ThemesPanel::SetMinecraftTheme() style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.4f, 0.67f, 1.000f, 1.000f); style.Colors[ImGuiCol_Tab] = ImVec4(0.137f, 0.137f, 0.137f, 1.000f); - style.Colors[ImGuiCol_TabTop] = ImVec4(0.4f, 0.67f, 1.000f, 1.000f); style.Colors[ImGuiCol_TabHovered] = ImVec4(0.352f, 0.352f, 0.352f, 1.000f); style.Colors[ImGuiCol_TabActive] = ImVec4(0.258f, 0.258f, 0.258f, 1.000f); style.Colors[ImGuiCol_TabUnfocused] = ImVec4(0.137f, 0.137f, 0.137f, 1.000f); diff --git a/Volt/Sandbox/src/Sandbox/Window/Timeline.cpp b/Volt/Sandbox/src/Sandbox/Window/Timeline.cpp index 70572bdc9..4cf7913c9 100644 --- a/Volt/Sandbox/src/Sandbox/Window/Timeline.cpp +++ b/Volt/Sandbox/src/Sandbox/Window/Timeline.cpp @@ -565,7 +565,7 @@ void Timeline::DrawClipsOnTrack(int trackIndex) drawlist->AddRectFilledMultiColor(blendMinPos, blendMaxPos, IM_COL32(100, 100, 100, 90), IM_COL32(100, 100, 100, 90), IM_COL32(50, 50, 50, 90), IM_COL32(50, 50, 50, 90)); - drawlist->AddBezierCurve(blendMinPos, ImVec2(blendXMidPos, blendMaxPos.y), ImVec2(blendXMidPos, blendMinPos.y), blendMaxPos, IM_COL32(255, 255, 255, 90), 1); + drawlist->AddBezierCubic(blendMinPos, ImVec2(blendXMidPos, blendMaxPos.y), ImVec2(blendXMidPos, blendMinPos.y), blendMaxPos, IM_COL32(255, 255, 255, 90), 1); } } } diff --git a/Volt/Sandbox/src/sbpch.h b/Volt/Sandbox/src/sbpch.h index 360e04028..0b3b8a6ef 100644 --- a/Volt/Sandbox/src/sbpch.h +++ b/Volt/Sandbox/src/sbpch.h @@ -19,3 +19,5 @@ #include #include + +#define IMGUI_DEFINE_MATH_OPERATORS diff --git a/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.cpp b/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.cpp index b7071a9cf..904243dde 100644 --- a/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.cpp +++ b/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.cpp @@ -195,7 +195,6 @@ namespace Volt style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.4f, 0.67f, 1.000f, 1.000f); style.Colors[ImGuiCol_Tab] = ImVec4(0.137f, 0.137f, 0.137f, 1.000f); - style.Colors[ImGuiCol_TabTop] = ImVec4(0.4f, 0.67f, 1.000f, 1.000f); style.Colors[ImGuiCol_TabHovered] = ImVec4(0.352f, 0.352f, 0.352f, 1.000f); style.Colors[ImGuiCol_TabActive] = ImVec4(0.258f, 0.258f, 0.258f, 1.000f); style.Colors[ImGuiCol_TabUnfocused] = ImVec4(0.137f, 0.137f, 0.137f, 1.000f); diff --git a/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.h b/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.h index 5ec6a06a0..fffa279f0 100644 --- a/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.h +++ b/Volt/Volt/src/Volt/ImGui/ImGuiImplementation.h @@ -1,7 +1,7 @@ #pragma once #include "Volt/Core/Base.h" - +#define IMGUI_DEFINE_MATH_OPERATORS #include struct GLFWwindow; @@ -26,4 +26,4 @@ namespace Volt ImFont* myFont = nullptr; GLFWwindow* myWindowPtr = nullptr; }; -} \ No newline at end of file +} diff --git a/Volt/Volt/src/Volt/Utility/ImGuiExtension.h b/Volt/Volt/src/Volt/Utility/ImGuiExtension.h index 0ef08c180..39ad780f2 100644 --- a/Volt/Volt/src/Volt/Utility/ImGuiExtension.h +++ b/Volt/Volt/src/Volt/Utility/ImGuiExtension.h @@ -16,9 +16,13 @@ namespace ImGui PushID((void*)(intptr_t)user_texture_id); const ImGuiID id = window->GetID("#image"); PopID(); - + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImageButtonEx(id, texId, size, uv0, uv1, padding, bg_col, tint_col); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + const bool returnValue = ImageButtonEx(id, texId, size, uv0, uv1, bg_col, tint_col); + ImGui::PopStyleVar(); + + return returnValue; } inline static bool TreeNodeBehaviorWidth(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end, float width) @@ -107,7 +111,7 @@ namespace ImGui ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - button_flags |= ImGuiButtonFlags_AllowItemOverlap; + button_flags |= ImGuiButtonFlags_AllowOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; diff --git a/Volt/Volt/src/Volt/Utility/UIUtility.cpp b/Volt/Volt/src/Volt/Utility/UIUtility.cpp index 3df419876..ba6241598 100644 --- a/Volt/Volt/src/Volt/Utility/UIUtility.cpp +++ b/Volt/Volt/src/Volt/Utility/UIUtility.cpp @@ -1,4 +1,5 @@ #include "vtpch.h" +#define IMGUI_DEFINE_MATH_OPERATORS #include "UIUtility.h" #include "Volt/Rendering/Texture/Texture2D.h" @@ -434,8 +435,12 @@ bool UI::ImageButton(const std::string& id, ImTextureID textureId, const ImVec2& const ImGuiID imId = window->GetID(id.c_str()); // Default to using texture ID as ID. User can still push string/integer prefixes. - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImGui::ImageButtonEx(imId, textureId, size, uv0, uv1, padding, bg_col, tint_col); + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, padding); + const bool returnVal = ImGui::ImageButtonEx(imId, textureId, size, uv0, uv1, bg_col, tint_col); + ImGui::PopStyleVar(); + + return returnVal; } bool UI::ImageButtonState(const std::string& id, bool state, ImTextureID textureId, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1) @@ -818,8 +823,7 @@ void UI::OpenPopup(const std::string& name, ImGuiPopupFlags flags) bool UI::BeginModal(const std::string& name, ImGuiWindowFlags flags) { - const uint32_t nameHash = static_cast(std::hash()(name)); - return ImGui::BeginPopupModal(name.c_str(), nameHash, nullptr, flags); + return ImGui::BeginPopupModal(name.c_str(), nullptr, flags); } void UI::EndModal() @@ -908,7 +912,11 @@ bool UI::ImageButton(const std::string& id, ImTextureID textureId, const ImVec2& // Default to using texture ID as ID. User can still push string/integer prefixes. const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImGui::ImageButtonEx(imId, textureId, size, uv0, uv1, padding, bg_col, tint_col); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, padding); + const bool returnVal = ImGui::ImageButtonEx(imId, textureId, size, uv0, uv1, bg_col, tint_col); + ImGui::PopStyleVar(); + + return returnVal; } void UI::PropertyInfoString(const std::string& key, const std::string& info) diff --git a/Volt/Volt/vendor/imgui-node-editor/builders.cpp b/Volt/Volt/vendor/imgui-node-editor/builders.cpp index f40482a16..7fc92a9bc 100644 --- a/Volt/Volt/vendor/imgui-node-editor/builders.cpp +++ b/Volt/Volt/vendor/imgui-node-editor/builders.cpp @@ -12,6 +12,7 @@ # include + //------------------------------------------------------------------------------ namespace ed = ax::NodeEditor; namespace util = ax::NodeEditor::Utilities; diff --git a/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.h b/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.h index 2a3a2fece..5ea8822bb 100644 --- a/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.h +++ b/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.h @@ -13,10 +13,10 @@ //------------------------------------------------------------------------------ -# include # ifndef IMGUI_DEFINE_MATH_OPERATORS # define IMGUI_DEFINE_MATH_OPERATORS # endif +# include # include diff --git a/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.inl b/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.inl index 18fb25e03..68840a349 100644 --- a/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.inl +++ b/Volt/Volt/vendor/imgui-node-editor/imgui_extra_math.inl @@ -17,25 +17,25 @@ //------------------------------------------------------------------------------ -inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) -{ - return lhs.x == rhs.x && lhs.y == rhs.y; -} +//inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) +//{ +// return lhs.x == rhs.x && lhs.y == rhs.y; +//} -inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) -{ - return lhs.x != rhs.x || lhs.y != rhs.y; -} +//inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) +//{ +// return lhs.x != rhs.x || lhs.y != rhs.y; +//} inline ImVec2 operator*(const float lhs, const ImVec2& rhs) { return ImVec2(lhs * rhs.x, lhs * rhs.y); } -inline ImVec2 operator-(const ImVec2& lhs) -{ - return ImVec2(-lhs.x, -lhs.y); -} +//inline ImVec2 operator-(const ImVec2& lhs) +//{ +// return ImVec2(-lhs.x, -lhs.y); +//} //------------------------------------------------------------------------------ diff --git a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.cpp b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.cpp index f6ea263af..09e470dda 100644 --- a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.cpp +++ b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.cpp @@ -46,13 +46,13 @@ namespace ax struct KeyTester_ ## Key \ { \ template \ - static int Get(typename std::enable_if::value, T>::type*) \ + static int Get(typename std::enable_if::value, T>::type*) \ { \ return ImGui::GetKeyIndex(T::Key); \ } \ \ template \ - static int Get(typename std::enable_if::value, T>::type*) \ + static int Get(typename std::enable_if::value, T>::type*) \ { \ return -1; \ } \ @@ -63,12 +63,12 @@ namespace ax static inline int GetKeyIndexForF() { - return KeyTester_ImGuiKey_F::Get(nullptr); + return KeyTester_ImGuiKey_F::Get(nullptr); } static inline int GetKeyIndexForD() { - return KeyTester_ImGuiKey_D::Get(nullptr); + return KeyTester_ImGuiKey_D::Get(nullptr); } } // namespace Detail @@ -464,7 +464,7 @@ static void ImDrawList_AddBezierWithArrows(ImDrawList* drawList, const ImCubicBe if (fill) { - drawList->AddBezierCurve(curve.P0, curve.P1, curve.P2, curve.P3, color, thickness); + drawList->AddBezierCubic(curve.P0, curve.P1, curve.P2, curve.P3, color, thickness); if (startArrowSize > 0.0f) { @@ -2956,7 +2956,7 @@ ed::EditorAction::AcceptResult ed::NavigateAction::Accept(const Control& control auto& io = ImGui::GetIO(); - if (ImGui::IsWindowFocused() && ImGui::IsKeyPressed(GetKeyIndexForF()) && Editor->AreShortcutsEnabled()) + if (ImGui::IsWindowFocused() && ImGui::IsKeyPressed(static_cast(GetKeyIndexForF())) && Editor->AreShortcutsEnabled()) { const auto allowZoomIn = io.KeyShift; @@ -3967,7 +3967,7 @@ ed::EditorAction::AcceptResult ed::ShortcutAction::Accept(const Control& control candidateAction = Copy; if (io.KeyCtrl && !io.KeyShift && !io.KeyAlt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_V))) candidateAction = Paste; - if (io.KeyCtrl && !io.KeyShift && !io.KeyAlt && ImGui::IsKeyPressed(GetKeyIndexForD())) + if (io.KeyCtrl && !io.KeyShift && !io.KeyAlt && ImGui::IsKeyPressed(static_cast(GetKeyIndexForD()))) candidateAction = Duplicate; if (!io.KeyCtrl && !io.KeyShift && !io.KeyAlt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) candidateAction = CreateNode; diff --git a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.h b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.h index 87fefb84d..ac6a93854 100644 --- a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.h +++ b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor.h @@ -13,6 +13,7 @@ //------------------------------------------------------------------------------ +# define IMGUI_DEFINE_MATH_OPERATORS # include # include // std::uintXX_t # include // std::move @@ -204,7 +205,7 @@ struct Style PivotAlignment = ImVec2(0.5f, 0.5f); PivotSize = ImVec2(0.0f, 0.0f); PivotScale = ImVec2(1, 1); - PinCorners = ImDrawCornerFlags_All; + PinCorners = ImDrawFlags_RoundCornersAll; PinRadius = 0.0f; PinArrowSize = 0.0f; PinArrowWidth = 0.0f; diff --git a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor_internal.h b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor_internal.h index 9653201d8..3dca6669e 100644 --- a/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor_internal.h +++ b/Volt/Volt/vendor/imgui-node-editor/imgui_node_editor_internal.h @@ -17,8 +17,8 @@ //------------------------------------------------------------------------------ -# include # define IMGUI_DEFINE_MATH_OPERATORS +# include # include # include "imgui_extra_math.h" # include "imgui_bezier_math.h" diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.cpp index cadc4b7f2..1264e8d04 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.cpp @@ -3,18 +3,36 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: -// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows).. +// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. // [ ] Platform: Missing gamepad support. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. @@ -24,6 +42,7 @@ // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). // 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend. // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. // 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. @@ -32,10 +51,11 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -#include // uint64_t -#include // memcpy #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_allegro5.h" +#include // uint64_t +#include // memcpy // Allegro #include @@ -43,32 +63,52 @@ #ifdef _WIN32 #include #endif -#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 +#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 +#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5 // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #endif -// Data -static ALLEGRO_DISPLAY* g_Display = NULL; -static ALLEGRO_BITMAP* g_Texture = NULL; -static double g_Time = 0.0; -static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; -static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; -static char* g_ClipboardTextData = NULL; - struct ImDrawVertAllegro { - ImVec2 pos; - ImVec2 uv; - ALLEGRO_COLOR col; + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; }; +// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. +// FIXME-OPT: Consider inlining al_map_rgba()? +// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554 +// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h +#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); } + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + + ImVector BufVertices; + ImVector BufIndices; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } + static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) { // Setup blending - al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). @@ -93,6 +133,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) return; // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); int last_clip_x, last_clip_y, last_clip_w, last_clip_h; @@ -108,38 +149,42 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves. - // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. - static ImVector vertices; - vertices.resize(cmd_list->IdxBuffer.Size); - for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) + ImVector& vertices = bd->BufVertices; +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + vertices.resize(cmd_list->VtxBuffer.Size); + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) { - const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; + const ImDrawVert* src_v = &cmd_list->VtxBuffer[i]; ImDrawVertAllegro* dst_v = &vertices[i]; - dst_v->pos = src_v->pos; - dst_v->uv = src_v->uv; - unsigned char* c = (unsigned char*)&src_v->col; - dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]); + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); } - - const int* indices = NULL; + const int* indices = nullptr; if (sizeof(ImDrawIdx) == 2) { - // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // FIXME-OPT: Allegro doesn't support 16-bit indices. + // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. - static ImVector indices_converted; - indices_converted.resize(cmd_list->IdxBuffer.Size); + bd->BufIndices.resize(cmd_list->IdxBuffer.Size); for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) - indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i]; - indices = indices_converted.Data; + bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i]; + indices = bd->BufIndices.Data; } else if (sizeof(ImDrawIdx) == 4) { indices = (const int*)cmd_list->IdxBuffer.Data; } +#else + // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. + vertices.resize(cmd_list->IdxBuffer.Size); + for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } +#endif // Render command lists - int idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -155,12 +200,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) } else { - // Draw - ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; - al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); - al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#else + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#endif } - idx_offset += pcmd->ElemCount; } } @@ -174,12 +228,14 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplAllegro5_CreateDeviceObjects() { // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) int flags = al_get_new_bitmap_flags(); int fmt = al_get_new_bitmap_format(); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); @@ -206,13 +262,13 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() return false; // Store our identifier - io.Fonts->TexID = (void*)cloned_img; - g_Texture = cloned_img; + io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); + bd->Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); - g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); al_destroy_bitmap(mouse_cursor); return true; @@ -220,83 +276,180 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() void ImGui_ImplAllegro5_InvalidateDeviceObjects() { - if (g_Texture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) { - al_destroy_bitmap(g_Texture); - ImGui::GetIO().Fonts->TexID = NULL; - g_Texture = NULL; + io.Fonts->SetTexID(0); + al_destroy_bitmap(bd->Texture); + bd->Texture = nullptr; } - if (g_MouseCursorInvisible) + if (bd->MouseCursorInvisible) { - al_destroy_mouse_cursor(g_MouseCursorInvisible); - g_MouseCursorInvisible = NULL; + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = nullptr; } } #if ALLEGRO_HAS_CLIPBOARD static const char* ImGui_ImplAllegro5_GetClipboardText(void*) { - if (g_ClipboardTextData) - al_free(g_ClipboardTextData); - g_ClipboardTextData = al_get_clipboard_text(g_Display); - return g_ClipboardTextData; + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; } static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) { - al_set_clipboard_text(g_Display, text); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); } #endif +static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) { - g_Display = display; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + bd->Display = display; // Create custom vertex declaration. // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. ALLEGRO_VERTEX_ELEMENT elems[] = { - { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, - { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, - { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, { 0, 0, 0 } }; - g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); - - io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP; - io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN; - io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME; - io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END; - io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; - io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; - io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER; - io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; - io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; - io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; - io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X; - io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; - io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); #if ALLEGRO_HAS_CLIPBOARD io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; - io.ClipboardUserData = NULL; + io.ClipboardUserData = nullptr; #endif return true; @@ -304,66 +457,98 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) void ImGui_ImplAllegro5_Shutdown() { - ImGui_ImplAllegro5_InvalidateDeviceObjects(); - - g_Display = NULL; - g_Time = 0.0; + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); - if (g_VertexDecl) - al_destroy_vertex_decl(g_VertexDecl); - g_VertexDecl = NULL; + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformName = io.BackendRendererName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; + IM_DELETE(bd); +} - if (g_ClipboardTextData) - al_free(g_ClipboardTextData); - g_ClipboardTextData = NULL; +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: - if (ev->mouse.display == g_Display) + if (ev->mouse.display == bd->Display) { - io.MouseWheel += ev->mouse.dz; - io.MouseWheelH -= ev->mouse.dw; - io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y); + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); } return true; case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: case ALLEGRO_EVENT_MOUSE_BUTTON_UP: - if (ev->mouse.display == g_Display && ev->mouse.button <= 5) - io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); return true; case ALLEGRO_EVENT_TOUCH_MOVE: - if (ev->touch.display == g_Display) - io.MousePos = ImVec2(ev->touch.x, ev->touch.y); + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); return true; case ALLEGRO_EVENT_TOUCH_BEGIN: case ALLEGRO_EVENT_TOUCH_END: case ALLEGRO_EVENT_TOUCH_CANCEL: - if (ev->touch.display == g_Display && ev->touch.primary) - io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); return true; case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: - if (ev->mouse.display == g_Display) - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); return true; case ALLEGRO_EVENT_KEY_CHAR: - if (ev->keyboard.display == g_Display) + if (ev->keyboard.display == bd->Display) if (ev->keyboard.unichar != 0) io.AddInputCharacter((unsigned int)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: - if (ev->keyboard.display == g_Display) - io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } return true; } return false; @@ -375,11 +560,12 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - al_set_mouse_cursor(g_Display, g_MouseCursorInvisible); + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); } else { @@ -394,35 +580,35 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } - al_set_system_mouse_cursor(g_Display, cursor_id); + al_set_system_mouse_cursor(bd->Display, cursor_id); } } void ImGui_ImplAllegro5_NewFrame() { - if (!g_Texture) + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->Texture) ImGui_ImplAllegro5_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; - w = al_get_display_width(g_Display); - h = al_get_display_height(g_Display); + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); io.DisplaySize = ImVec2((float)w, (float)h); // Setup time step double current_time = al_get_time(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; - - // Setup inputs - ALLEGRO_KEYBOARD_STATE keys; - al_get_keyboard_state(&keys); - io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL); - io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT); - io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); - io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + // Setup mouse cursor shape ImGui_ImplAllegro5_UpdateMouseCursor(); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.h index ef91d4b32..a7f7c0e6b 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_allegro5.h @@ -3,18 +3,25 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows).. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; @@ -28,3 +35,5 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_android.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_android.cpp new file mode 100644 index 000000000..f387c4830 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_android.cpp @@ -0,0 +1,307 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + + switch (AMotionEvent_getToolType(input_event, event_pointer_index)) + { + case AMOTION_EVENT_TOOL_TYPE_MOUSE: + io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); + break; + case AMOTION_EVENT_TOOL_TYPE_STYLUS: + case AMOTION_EVENT_TOOL_TYPE_ERASER: + io.AddMouseSourceEvent(ImGuiMouseSource_Pen); + break; + case AMOTION_EVENT_TOOL_TYPE_FINGER: + default: + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + break; + } + + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + { + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); + if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + } + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + break; + } + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_android.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_android.h new file mode 100644 index 000000000..7cd4ef16f --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_android.h @@ -0,0 +1,37 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ANativeWindow; +struct AInputEvent; + +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.cpp index 4c84cce3b..75c546700 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.cpp @@ -3,16 +3,24 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -27,6 +35,7 @@ // 2016-05-07: DirectX10: Disabling depth-write. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_dx10.h" // DirectX @@ -39,32 +48,48 @@ #endif // DirectX data -static ID3D10Device* g_pd3dDevice = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D10Buffer* g_pVB = NULL; -static ID3D10Buffer* g_pIB = NULL; -static ID3D10VertexShader* g_pVertexShader = NULL; -static ID3D10InputLayout* g_pInputLayout = NULL; -static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10PixelShader* g_pPixelShader = NULL; -static ID3D10SamplerState* g_pFontSampler = NULL; -static ID3D10ShaderResourceView*g_pFontTextureView = NULL; -static ID3D10RasterizerState* g_pRasterizerState = NULL; -static ID3D10BlendState* g_pBlendState = NULL; -static ID3D10DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct VERTEX_CONSTANT_BUFFER +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 { float mvp[4][4]; }; +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + // Forward Declarations static void ImGui_ImplDX10_InitPlatformInterface(); static void ImGui_ImplDX10_ShutdownPlatformInterface(); +// Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); @@ -78,21 +103,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - ctx->GSSetShader(NULL); + ctx->VSSetShader(bd->pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + ctx->GSSetShader(nullptr); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -102,43 +127,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D10Device* ctx = g_pd3dDevice; + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* ctx = bd->pd3dDevice; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer - ImDrawVert* vtx_dst = NULL; - ImDrawIdx* idx_dst = NULL; - g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); - g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -147,16 +173,16 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unmap(); - g_pIB->Unmap(); + bd->pVB->Unmap(); + bd->pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; - if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -169,7 +195,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - g_pVertexConstantBuffer->Unmap(); + bd->pVertexConstantBuffer->Unmap(); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -195,7 +221,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) DXGI_FORMAT IndexBufferFormat; ID3D10InputLayout* InputLayout; }; - BACKUP_DX10_STATE old; + BACKUP_DX10_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); @@ -238,12 +264,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) } else { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + // Apply scissor/clipping rectangle - const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } @@ -273,6 +305,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) static void ImGui_ImplDX10_CreateFontsTexture() { // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; @@ -292,12 +325,13 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D10Texture2D* pTexture = NULL; + ID3D10Texture2D* pTexture = nullptr; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -306,14 +340,15 @@ static void ImGui_ImplDX10_CreateFontsTexture() srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D10_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); @@ -325,15 +360,16 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX10_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -373,9 +409,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; ID3DBlob* vertexShaderBlob; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; @@ -384,11 +420,11 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; @@ -398,12 +434,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the constant buffer { D3D10_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); } } @@ -426,9 +462,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; ID3DBlob* pixelShaderBlob; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; @@ -445,11 +481,11 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOp = D3D10_BLEND_OP_ADD; - desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; - desc.DestBlendAlpha = D3D10_BLEND_ZERO; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -460,7 +496,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.CullMode = D3D10_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -474,7 +510,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX10_CreateFontsTexture(); @@ -484,46 +520,49 @@ bool ImGui_ImplDX10_CreateDeviceObjects() void ImGui_ImplDX10_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } } bool ImGui_ImplDX10_Init(ID3D10Device* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device - IDXGIDevice* pDXGIDevice = NULL; - IDXGIAdapter* pDXGIAdapter = NULL; - IDXGIFactory* pFactory = NULL; - + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { - g_pd3dDevice = device; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); + bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX10_InitPlatformInterface(); @@ -532,15 +571,26 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) void ImGui_ImplDX10_Shutdown() { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX10_ShutdownPlatformInterface(); ImGui_ImplDX10_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } void ImGui_ImplDX10_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); } @@ -550,23 +600,24 @@ void ImGui_ImplDX10_NewFrame() // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGuiViewportDataDx10 +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX10_ViewportData { - IDXGISwapChain* SwapChain; - ID3D10RenderTargetView* RTView; + IDXGISwapChain* SwapChain; + ID3D10RenderTargetView* RTView; - ImGuiViewportDataDx10() { SwapChain = NULL; RTView = NULL; } - ~ImGuiViewportDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); } + ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } }; static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)(); - viewport->RendererUserData = data; + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); + viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). - // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); @@ -585,68 +636,70 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; - IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL); - g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); // Create the render target - if (data->SwapChain) + if (vd->SwapChain) { ID3D10Texture2D* pBackBuffer; - data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) { - // The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it. - if (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData) + // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it. + if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) { - if (data->SwapChain) - data->SwapChain->Release(); - data->SwapChain = NULL; - if (data->RTView) - data->RTView->Release(); - data->RTView = NULL; - IM_DELETE(data); + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); } - viewport->RendererUserData = NULL; + viewport->RendererUserData = nullptr; } static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData; - if (data->RTView) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->RTView) { - data->RTView->Release(); - data->RTView = NULL; + vd->RTView->Release(); + vd->RTView = nullptr; } - if (data->SwapChain) + if (vd->SwapChain) { - ID3D10Texture2D* pBackBuffer = NULL; - data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); - data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + ID3D10Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData; + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); - g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL); + bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) - g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color); + bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); ImGui_ImplDX10_RenderDrawData(viewport->DrawData); } static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData; - data->SwapChain->Present(0, 0); // Present without vsync + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync } void ImGui_ImplDX10_InitPlatformInterface() @@ -664,3 +717,6 @@ void ImGui_ImplDX10_ShutdownPlatformInterface() ImGui::DestroyPlatformWindows(); } +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.h index 2905ef5d3..39259bdc7 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx10.h @@ -3,15 +3,20 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct ID3D10Device; @@ -23,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.cpp index 081f3392a..7b0263656 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.cpp @@ -3,16 +3,24 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. @@ -28,6 +36,7 @@ // 2016-05-07: DirectX11: Disabling depth-write. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_dx11.h" // DirectX @@ -38,34 +47,50 @@ #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif -// DirectX data -static ID3D11Device* g_pd3dDevice = NULL; -static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D11Buffer* g_pVB = NULL; -static ID3D11Buffer* g_pIB = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static ID3D11DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct VERTEX_CONSTANT_BUFFER +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 { float mvp[4][4]; }; +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + // Forward Declarations static void ImGui_ImplDX11_InitPlatformInterface(); static void ImGui_ImplDX11_ShutdownPlatformInterface(); +// Functions static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + // Setup viewport D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(D3D11_VIEWPORT)); @@ -79,24 +104,24 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC // Setup shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - ctx->GSSetShader(NULL, NULL, 0); - ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + ctx->GSSetShader(nullptr, nullptr, 0); + ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -106,42 +131,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; - if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; @@ -153,16 +179,16 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - ctx->Unmap(g_pVB, 0); - ctx->Unmap(g_pIB, 0); + ctx->Unmap(bd->pVB, 0); + ctx->Unmap(bd->pIB, 0); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -175,7 +201,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(g_pVertexConstantBuffer, 0); + ctx->Unmap(bd->pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -203,7 +229,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) DXGI_FORMAT IndexBufferFormat; ID3D11InputLayout* InputLayout; }; - BACKUP_DX11_STATE old; + BACKUP_DX11_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); @@ -237,7 +263,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -248,12 +274,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) } else { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + // Apply scissor/clipping rectangle - const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } @@ -286,6 +318,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -304,12 +337,13 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D11Texture2D* pTexture = NULL; + ID3D11Texture2D* pTexture = nullptr; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -318,34 +352,36 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D11_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; - desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.f; - desc.MaxLOD = 2.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX11_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -385,9 +421,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() }"; ID3DBlob* vertexShaderBlob; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; @@ -396,11 +432,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; @@ -410,12 +446,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the constant buffer { D3D11_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); } } @@ -438,9 +474,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() }"; ID3DBlob* pixelShaderBlob; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; @@ -457,11 +493,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -472,7 +508,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.CullMode = D3D11_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -486,7 +522,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX11_CreateFontsTexture(); @@ -496,48 +532,52 @@ bool ImGui_ImplDX11_CreateDeviceObjects() void ImGui_ImplDX11_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device - IDXGIDevice* pDXGIDevice = NULL; - IDXGIAdapter* pDXGIAdapter = NULL; - IDXGIFactory* pFactory = NULL; + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { - g_pd3dDevice = device; - g_pd3dDeviceContext = device_context; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); - g_pd3dDeviceContext->AddRef(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX11_InitPlatformInterface(); @@ -547,16 +587,27 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co void ImGui_ImplDX11_Shutdown() { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_ShutdownPlatformInterface(); ImGui_ImplDX11_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } - if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } void ImGui_ImplDX11_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); } @@ -566,23 +617,24 @@ void ImGui_ImplDX11_NewFrame() // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGuiViewportDataDx11 +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData { - IDXGISwapChain* SwapChain; - ID3D11RenderTargetView* RTView; + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; - ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; } - ~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); } + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } }; static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)(); - viewport->RendererUserData = data; + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). - // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); @@ -601,68 +653,70 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; - IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL); - g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); // Create the render target - if (data->SwapChain) + if (vd->SwapChain) { ID3D11Texture2D* pBackBuffer; - data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) { - // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. - if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData) + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) { - if (data->SwapChain) - data->SwapChain->Release(); - data->SwapChain = NULL; - if (data->RTView) - data->RTView->Release(); - data->RTView = NULL; - IM_DELETE(data); + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); } - viewport->RendererUserData = NULL; + viewport->RendererUserData = nullptr; } static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData; - if (data->RTView) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) { - data->RTView->Release(); - data->RTView = NULL; + vd->RTView->Release(); + vd->RTView = nullptr; } - if (data->SwapChain) + if (vd->SwapChain) { - ID3D11Texture2D* pBackBuffer = NULL; - data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); - data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData; + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); - g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) - g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color); + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); ImGui_ImplDX11_RenderDrawData(viewport->DrawData); } static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData; - data->SwapChain->Present(0, 0); // Present without vsync + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync } static void ImGui_ImplDX11_InitPlatformInterface() @@ -679,3 +733,7 @@ static void ImGui_ImplDX11_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.h index cd8e9e115..1713fbdd9 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx11.h @@ -3,15 +3,20 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct ID3D11Device; struct ID3D11DeviceContext; @@ -24,3 +29,5 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.cpp index 752cd205b..cfec286b1 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.cpp @@ -3,21 +3,33 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. - -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. @@ -33,6 +45,7 @@ // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_dx12.h" // DirectX @@ -44,15 +57,27 @@ #endif // DirectX data -static ID3D12Device* g_pd3dDevice = NULL; -static ID3D12RootSignature* g_pRootSignature = NULL; -static ID3D12PipelineState* g_pPipelineState = NULL; -static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; -static ID3D12Resource* g_pFontTextureResource = NULL; -static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; -static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; -static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; -static UINT g_numFramesInFlight = 0; +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} // Buffers used during the rendering of a frame struct ImGui_ImplDX12_RenderBuffers @@ -74,7 +99,7 @@ struct ImGui_ImplDX12_FrameContext // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. // Main viewport created by application will only use the Resources field. // Secondary viewports created by this backend will use all the fields (including Window fields), -struct ImGuiViewportDataDx12 +struct ImGui_ImplDX12_ViewportData { // Window ID3D12CommandQueue* CommandQueue; @@ -84,72 +109,59 @@ struct ImGuiViewportDataDx12 ID3D12Fence* Fence; UINT64 FenceSignaledValue; HANDLE FenceEvent; + UINT NumFramesInFlight; ImGui_ImplDX12_FrameContext* FrameCtx; // Render buffers UINT FrameIndex; ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; - ImGuiViewportDataDx12() + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) { - CommandQueue = NULL; - CommandList = NULL; - RtvDescHeap = NULL; - SwapChain = NULL; - Fence = NULL; + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; FenceSignaledValue = 0; - FenceEvent = NULL; - FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight]; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; FrameIndex = UINT_MAX; - FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight]; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < NumFramesInFlight; ++i) { - FrameCtx[i].CommandAllocator = NULL; - FrameCtx[i].RenderTarget = NULL; + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; // Create buffers with a default size (they will later be grown as needed) - FrameRenderBuffers[i].IndexBuffer = NULL; - FrameRenderBuffers[i].VertexBuffer = NULL; + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; FrameRenderBuffers[i].VertexBufferSize = 5000; FrameRenderBuffers[i].IndexBufferSize = 10000; } } - ~ImGuiViewportDataDx12() + ~ImGui_ImplDX12_ViewportData() { - IM_ASSERT(CommandQueue == NULL && CommandList == NULL); - IM_ASSERT(RtvDescHeap == NULL); - IM_ASSERT(SwapChain == NULL); - IM_ASSERT(Fence == NULL); - IM_ASSERT(FenceEvent == NULL); + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < NumFramesInFlight; ++i) { - IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL); - IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL); + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); } - delete[] FrameCtx; FrameCtx = NULL; - delete[] FrameRenderBuffers; FrameRenderBuffers = NULL; + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; } }; -template -static void SafeRelease(T*& res) -{ - if (res) - res->Release(); - res = NULL; -} - -static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) -{ - SafeRelease(render_buffers->IndexBuffer); - SafeRelease(render_buffers->VertexBuffer); - render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; -} - -struct VERTEX_CONSTANT_BUFFER +struct VERTEX_CONSTANT_BUFFER_DX12 { float mvp[4][4]; }; @@ -158,11 +170,14 @@ struct VERTEX_CONSTANT_BUFFER static void ImGui_ImplDX12_InitPlatformInterface(); static void ImGui_ImplDX12_ShutdownPlatformInterface(); +// Functions static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -204,8 +219,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(g_pPipelineState); - ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor @@ -213,6 +228,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic ctx->OMSetBlendFactor(blend_factor); } +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + // Render function void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) { @@ -220,12 +243,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData; - render_data->FrameIndex++; - ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight]; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; @@ -245,10 +269,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } - if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; @@ -268,7 +292,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } @@ -307,7 +331,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -318,14 +342,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } else { - // Apply Scissor, Bind texture, Draw - const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - if (r.right > r.left && r.bottom > r.top) - { - ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); - } + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -337,6 +366,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -363,9 +393,9 @@ static void ImGui_ImplDX12_CreateFontsTexture() desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - ID3D12Resource* pTexture = NULL; - g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, - D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; @@ -385,12 +415,12 @@ static void ImGui_ImplDX12_CreateFontsTexture() props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - ID3D12Resource* uploadBuffer = NULL; - HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, - D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); - void* mapped = NULL; + void* mapped = nullptr; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); IM_ASSERT(SUCCEEDED(hr)); @@ -420,31 +450,31 @@ static void ImGui_ImplDX12_CreateFontsTexture() barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - ID3D12Fence* fence = NULL; - hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); - IM_ASSERT(event != NULL); + IM_ASSERT(event != nullptr); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.NodeMask = 1; - ID3D12CommandQueue* cmdQueue = NULL; - hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + ID3D12CommandQueue* cmdQueue = nullptr; + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); IM_ASSERT(SUCCEEDED(hr)); - ID3D12CommandAllocator* cmdAlloc = NULL; - hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); - ID3D12GraphicsCommandList* cmdList = NULL; - hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); - cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); @@ -472,21 +502,29 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - SafeRelease(g_pFontTextureResource); - g_pFontTextureResource = pTexture; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; } // Store our identifier - static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr; + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) + // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. + // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) + // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; - if (g_pPipelineState) + if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); // Create the root signature @@ -511,6 +549,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. D3D12_STATIC_SAMPLER_DESC staticSampler = {}; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; @@ -540,7 +579,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) { // Attempt to load d3d12.dll from local directories. This will only succeed if // (1) the current OS is Windows 7, and @@ -548,32 +587,32 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // See https://github.com/ocornut/imgui/pull/3696 for details. const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) - if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) break; // If failed, we are on Windows >= 10. - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) d3d12_dll = ::LoadLibraryA("d3d12.dll"); - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) return false; } PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); - if (D3D12SerializeRootSignatureFn == NULL) + if (D3D12SerializeRootSignatureFn == nullptr) return false; - ID3DBlob* blob = NULL; - if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) return false; - g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); blob->Release(); } // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX12 sample code but remove this dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. @@ -581,10 +620,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.pRootSignature = g_pRootSignature; + psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; @@ -621,16 +660,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return output;\ }"; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } @@ -653,10 +692,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return out_col; \ }"; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) { vertexShaderBlob->Release(); - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! } psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; } @@ -669,8 +708,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } @@ -703,7 +742,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.BackFace = desc.FrontFace; } - HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); vertexShaderBlob->Release(); pixelShaderBlob->Release(); if (result_pipeline_state != S_OK) @@ -714,75 +753,89 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return true; } +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + void ImGui_ImplDX12_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - SafeRelease(g_pRootSignature); - SafeRelease(g_pPipelineState); - SafeRelease(g_pFontTextureResource); - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished.. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); - g_pd3dDevice = device; - g_RTVFormat = rtv_format; - g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; - g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; - g_numFramesInFlight = num_frames_in_flight; - g_pd3dSrvDescHeap = cbv_srv_heap; + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; - // Create a dummy ImGuiViewportDataDx12 holder for the main viewport, + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, // Since this is created and managed by the application, we will only use the ->Resources[] fields. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)(); - - // Setup backend capabilities flags - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplDX12_InitPlatformInterface(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); return true; } void ImGui_ImplDX12_Shutdown() { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + // Manually delete main viewport render resources in-case we haven't initialized for viewports ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData) + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) { // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] - for (UINT i = 0; i < g_numFramesInFlight; i++) - ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]); - IM_DELETE(data); - main_viewport->RendererUserData = NULL; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; } // Clean up windows and device objects ImGui_ImplDX12_ShutdownPlatformInterface(); ImGui_ImplDX12_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hFontSrvCpuDescHandle.ptr = 0; - g_hFontSrvGpuDescHandle.ptr = 0; - g_numFramesInFlight = 0; - g_pd3dSrvDescHeap = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } void ImGui_ImplDX12_NewFrame() { - if (!g_pPipelineState) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); } @@ -794,15 +847,16 @@ void ImGui_ImplDX12_NewFrame() static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(); - viewport->RendererUserData = data; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). - // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); - data->FrameIndex = UINT_MAX; + vd->FrameIndex = UINT_MAX; // Create command queue. D3D12_COMMAND_QUEUE_DESC queue_desc = {}; @@ -810,181 +864,184 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; HRESULT res = S_OK; - res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue)); + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); IM_ASSERT(res == S_OK); // Create command allocator. - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < bd->numFramesInFlight; ++i) { - res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator)); + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); IM_ASSERT(res == S_OK); } // Create command list. - res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList)); + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); IM_ASSERT(res == S_OK); - data->CommandList->Close(); + vd->CommandList->Close(); // Create fence. - res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence)); + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); IM_ASSERT(res == S_OK); - data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); - IM_ASSERT(data->FenceEvent != NULL); + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); // Create swap chain // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. DXGI_SWAP_CHAIN_DESC1 sd1; ZeroMemory(&sd1, sizeof(sd1)); - sd1.BufferCount = g_numFramesInFlight; + sd1.BufferCount = bd->numFramesInFlight; sd1.Width = (UINT)viewport->Size.x; sd1.Height = (UINT)viewport->Size.y; - sd1.Format = g_RTVFormat; + sd1.Format = bd->RTVFormat; sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd1.SampleDesc.Count = 1; sd1.SampleDesc.Quality = 0; sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - sd1.Scaling = DXGI_SCALING_STRETCH; + sd1.Scaling = DXGI_SCALING_NONE; sd1.Stereo = FALSE; - IDXGIFactory4* dxgi_factory = NULL; + IDXGIFactory4* dxgi_factory = nullptr; res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); IM_ASSERT(res == S_OK); - IDXGISwapChain1* swap_chain = NULL; - res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain); + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); IM_ASSERT(res == S_OK); dxgi_factory->Release(); // Or swapChain.As(&mSwapChain) - IM_ASSERT(data->SwapChain == NULL); - swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain)); + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); swap_chain->Release(); // Create the render targets - if (data->SwapChain) + if (vd->SwapChain) { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - desc.NumDescriptors = g_numFramesInFlight; + desc.NumDescriptors = bd->numFramesInFlight; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; - HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)); + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); IM_ASSERT(hr == S_OK); - SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < g_numFramesInFlight; i++) + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) { - data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; rtv_handle.ptr += rtv_descriptor_size; } ID3D12Resource* back_buffer; - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { - IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL); - data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); - g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); - data->FrameCtx[i].RenderTarget = back_buffer; + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; } } - for (UINT i = 0; i < g_numFramesInFlight; i++) - ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); } -static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data) +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) { HRESULT hr = S_FALSE; - if (data && data->CommandQueue && data->Fence && data->FenceEvent) + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) { - hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue); + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); IM_ASSERT(hr == S_OK); - ::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits - hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); IM_ASSERT(hr == S_OK); - ::WaitForSingleObject(data->FenceEvent, INFINITE); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); } } static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) { - // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. - if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData) + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) { - ImGui_WaitForPendingOperations(data); + ImGui_WaitForPendingOperations(vd); - SafeRelease(data->CommandQueue); - SafeRelease(data->CommandList); - SafeRelease(data->SwapChain); - SafeRelease(data->RtvDescHeap); - SafeRelease(data->Fence); - ::CloseHandle(data->FenceEvent); - data->FenceEvent = NULL; + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { - SafeRelease(data->FrameCtx[i].RenderTarget); - SafeRelease(data->FrameCtx[i].CommandAllocator); - ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]); + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); } - IM_DELETE(data); + IM_DELETE(vd); } - viewport->RendererUserData = NULL; + viewport->RendererUserData = nullptr; } static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; - ImGui_WaitForPendingOperations(data); + ImGui_WaitForPendingOperations(vd); - for (UINT i = 0; i < g_numFramesInFlight; i++) - SafeRelease(data->FrameCtx[i].RenderTarget); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); - if (data->SwapChain) + if (vd->SwapChain) { - ID3D12Resource* back_buffer = NULL; - data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); - for (UINT i = 0; i < g_numFramesInFlight; i++) + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) { - data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); - g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); - data->FrameCtx[i].RenderTarget = back_buffer; + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; } } } static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; - ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight]; - UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex(); + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; // Draw - ID3D12GraphicsCommandList* cmd_list = data->CommandList; + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; frame_context->CommandAllocator->Reset(); - cmd_list->Reset(frame_context->CommandAllocator, NULL); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); cmd_list->ResourceBarrier(1, &barrier); - cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) - cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL); - cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); @@ -993,17 +1050,17 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) cmd_list->ResourceBarrier(1, &barrier); cmd_list->Close(); - data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue); - data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); - data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue); + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); } static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; - data->SwapChain->Present(0, 0); - while (data->Fence->GetCompletedValue() < data->FenceSignaledValue) + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) ::SwitchToThread(); } @@ -1021,3 +1078,7 @@ void ImGui_ImplDX12_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.h index d6657a132..f304cca15 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx12.h @@ -3,26 +3,25 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. +// See imgui_impl_dx12.cpp file for details. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include // DXGI_FORMAT -#ifdef _MSC_VER -#pragma warning (push) -#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type -#endif - -enum DXGI_FORMAT; struct ID3D12Device; struct ID3D12DescriptorHeap; struct ID3D12GraphicsCommandList; @@ -43,7 +42,4 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3 IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); -#ifdef _MSC_VER -#pragma warning (pop) -#endif - +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.cpp index 585054e7b..0aeb43dc9 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.cpp @@ -3,16 +3,28 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). @@ -25,19 +37,24 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_dx9.h" // DirectX #include -#define DIRECTINPUT_VERSION 0x0800 -#include // DirectX data -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; struct CUSTOMVERTEX { @@ -47,14 +64,30 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + // Forward Declarations static void ImGui_ImplDX9_InitPlatformInterface(); static void ImGui_ImplDX9_ShutdownPlatformInterface(); static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); +// Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; @@ -62,30 +95,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + bd->pd3dDevice->SetPixelShader(nullptr); + bd->pd3dDevice->SetVertexShader(nullptr); + bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. @@ -103,9 +147,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f } } }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } } @@ -117,42 +161,57 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) return; // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) return; } // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + IDirect3DStateBlock9* d3d9_state_block = nullptr; + if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + if (d3d9_state_block->Capture() < 0) + { + d3d9_state_block->Release(); return; + } // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; - g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); - // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. - // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and - // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR - // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + d3d9_state_block->Release(); return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + d3d9_state_block->Release(); return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -162,7 +221,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); vtx_dst->uv[0] = vtx_src->uv.x; vtx_dst->uv[1] = vtx_src->uv.y; vtx_dst++; @@ -171,11 +230,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + bd->pVB->Unlock(); + bd->pIB->Unlock(); + bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + bd->pd3dDevice->SetIndices(bd->pIB); + bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); @@ -191,7 +250,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -202,11 +261,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) } else { - const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; - g_pd3dDevice->SetTexture(0, texture); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + bd->pd3dDevice->SetTexture(0, texture); + bd->pd3dDevice->SetScissorRect(&r); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -216,12 +282,12 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) if (global_vtx_offset == 0) - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); // Restore the DX9 transform - g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state d3d9_state_block->Apply(); @@ -230,14 +296,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - g_pd3dDevice = device; - g_pd3dDevice->AddRef(); + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX9_InitPlatformInterface(); @@ -247,39 +317,65 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) void ImGui_ImplDX9_Shutdown() { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_ShutdownPlatformInterface(); ImGui_ImplDX9_InvalidateDeviceObjects(); - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + { + ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) + *dst = IMGUI_COL_TO_DX9_ARGB(*src); + pixels = (unsigned char*)dst_start; + } +#endif + // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) return false; D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) - memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); + memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); + bd->FontTexture->UnlockRect(0); // Store our identifier - io.Fonts->TexID = (ImTextureID)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; @@ -289,17 +385,21 @@ bool ImGui_ImplDX9_CreateDeviceObjects() void ImGui_ImplDX9_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); } void ImGui_ImplDX9_NewFrame() { - if (!g_FontTexture) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); } @@ -309,95 +409,98 @@ void ImGui_ImplDX9_NewFrame() // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGuiViewportDataDx9 +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX9_ViewportData { IDirect3DSwapChain9* SwapChain; D3DPRESENT_PARAMETERS d3dpp; - ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } - ~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); } + ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } + ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } }; static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)(); - viewport->RendererUserData = data; + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); + viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). - // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); - ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); - data->d3dpp.Windowed = TRUE; - data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; - data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; - data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; - data->d3dpp.hDeviceWindow = hwnd; - data->d3dpp.EnableAutoDepthStencil = FALSE; - data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; - data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync - - HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + vd->d3dpp.Windowed = TRUE; + vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; + vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; + vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + vd->d3dpp.hDeviceWindow = hwnd; + vd->d3dpp.EnableAutoDepthStencil = FALSE; + vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync + + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); - IM_ASSERT(data->SwapChain != NULL); + IM_ASSERT(vd->SwapChain != nullptr); } static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) { - // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. - if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData) + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) { - if (data->SwapChain) - data->SwapChain->Release(); - data->SwapChain = NULL; - ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); - IM_DELETE(data); + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + IM_DELETE(vd); } - viewport->RendererUserData = NULL; + viewport->RendererUserData = nullptr; } static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData; - if (data->SwapChain) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) { - data->SwapChain->Release(); - data->SwapChain = NULL; - data->d3dpp.BackBufferWidth = (UINT)size.x; - data->d3dpp.BackBufferHeight = (UINT)size.y; - HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + vd->d3dpp.BackBufferWidth = (UINT)size.x; + vd->d3dpp.BackBufferHeight = (UINT)size.y; + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); } } static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData; + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); - LPDIRECT3DSURFACE9 render_target = NULL; - LPDIRECT3DSURFACE9 last_render_target = NULL; - LPDIRECT3DSURFACE9 last_depth_stencil = NULL; - data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); - g_pd3dDevice->GetRenderTarget(0, &last_render_target); - g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); - g_pd3dDevice->SetRenderTarget(0, render_target); - g_pd3dDevice->SetDepthStencilSurface(NULL); + LPDIRECT3DSURFACE9 render_target = nullptr; + LPDIRECT3DSURFACE9 last_render_target = nullptr; + LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; + vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(nullptr); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); - g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); } ImGui_ImplDX9_RenderDrawData(viewport->DrawData); // Restore render target - g_pd3dDevice->SetRenderTarget(0, last_render_target); - g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); render_target->Release(); last_render_target->Release(); if (last_depth_stencil) last_depth_stencil->Release(); @@ -405,10 +508,10 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) { - ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData; - HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); // Let main application handle D3DERR_DEVICELOST by resetting the device. - IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST); + IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); } static void ImGui_ImplDX9_InitPlatformInterface() @@ -441,3 +544,7 @@ static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() if (platform_io.Viewports[i]->RendererUserData) ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.h index f04de4c1a..ecf7181db 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_dx9.h @@ -3,15 +3,20 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct IDirect3DDevice9; @@ -23,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.cpp index aaa8aa38f..6c074b26b 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.cpp @@ -1,25 +1,58 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. @@ -43,63 +76,121 @@ // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_glfw.h" +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + // GLFW #include + #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 -#include // for glfwGetWin32Window -#endif -#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING -#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED -#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale -#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface -#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow -#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW -#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea -#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 -#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#include // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#define GLFW_EXPOSE_NATIVE_COCOA +#include // for glfwGetCocoaWindow() +#endif + +#ifdef __EMSCRIPTEN__ +#include +#include +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else -#define GLFW_HAS_NEW_CURSORS (0) +#define GLFW_HAS_NEW_CURSORS (0) #endif -#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) -#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH #else -#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) #endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() -// Data +// GLFW data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan, - GlfwClientApi_WebGPU + GlfwClientApi_Vulkan }; -static GLFWwindow* g_Window = NULL; // Main window -static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; -static double g_Time = 0.0; -static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static bool g_InstalledCallbacks = false; -static bool g_WantUpdateMonitors = true; - -// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any. -static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; -static GLFWscrollfun g_PrevUserCallbackScroll = NULL; -static GLFWkeyfun g_PrevUserCallbackKey = NULL; -static GLFWcharfun g_PrevUserCallbackChar = NULL; -static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; + bool WantUpdateMonitors; +#ifdef __EMSCRIPTEN__ + const char* CanvasSelector; +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} // Forward Declarations static void ImGui_ImplGlfw_UpdateMonitors(); static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); +// Functions static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); @@ -110,51 +201,286 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) { - if (g_PrevUserCallbackMousebutton != NULL && window == g_Window) - g_PrevUserCallbackMousebutton(window, button, action, mods); + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} - if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) - g_MouseJustPressed[button] = true; +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); } -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) { - if (g_PrevUserCallbackScroll != NULL && window == g_Window) - g_PrevUserCallbackScroll(window, xoffset, yoffset); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(window); ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); } -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - if (g_PrevUserCallbackKey != NULL && window == g_Window) - g_PrevUserCallbackKey(window, key, scancode, action, mods); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef __EMSCRIPTEN__ + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; -#ifdef _WIN32 - io.KeySuper = false; + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); #else - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; + IM_UNUSED(scancode); #endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } } void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { - if (g_PrevUserCallbackChar != NULL && window == g_Window) - g_PrevUserCallbackChar(window, c); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); io.AddInputCharacter(c); @@ -162,105 +488,172 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { - g_WantUpdateMonitors = true; + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; +} + +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { - g_Window = window; - g_Time = 0.0; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) - io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) #endif - io.BackendPlatformName = "imgui_impl_glfw"; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; - io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; - io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; - io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; - io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; - io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; - io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; - io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = g_Window; + io.ClipboardUserData = bd->Window; // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); - g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); #if GLFW_HAS_NEW_CURSORS - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); #else - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - g_PrevUserCallbackMousebutton = NULL; - g_PrevUserCallbackScroll = NULL; - g_PrevUserCallbackKey = NULL; - g_PrevUserCallbackChar = NULL; - g_PrevUserCallbackMonitor = NULL; if (install_callbacks) - { - g_InstalledCallbacks = true; - g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - } + ImGui_ImplGlfw_InstallCallbacks(window); + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +#endif // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - // Our mouse update function expect PlatformHandle to be filled for the main viewport + // Set platform dependent data in viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)g_Window; + main_viewport->PlatformHandle = (void*)bd->Window; #ifdef _WIN32 - main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window); + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); - g_ClientApi = client_api; + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + + bd->ClientApi = client_api; return true; } @@ -274,93 +667,95 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); } -bool ImGui_ImplGlfw_InitForWebGPU(GLFWwindow* window, bool install_callbacks) +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) { - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_WebGPU); + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); } void ImGui_ImplGlfw_Shutdown() { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_ShutdownPlatformInterface(); - if (g_InstalledCallbacks) - { - glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); - glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); - glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); - glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); - g_InstalledCallbacks = false; - } + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#endif for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - { - glfwDestroyCursor(g_MouseCursors[cursor_n]); - g_MouseCursors[cursor_n] = NULL; - } - g_ClientApi = GlfwClientApi_Unknown; + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); } -static void ImGui_ImplGlfw_UpdateMousePosAndButtons() +static void ImGui_ImplGlfw_UpdateMouseData() { - // Update buttons + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - { - // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Update mouse position - const ImVec2 mouse_pos_backup = io.MousePos; - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - io.MouseHoveredViewport = 0; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; for (int n = 0; n < platform_io.Viewports.Size; n++) { ImGuiViewport* viewport = platform_io.Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; - IM_ASSERT(window != NULL); + #ifdef __EMSCRIPTEN__ - const bool focused = true; - IM_ASSERT(platform_io.Viewports.Size == 1); + const bool is_window_focused = true; #else - const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif - if (focused) + if (is_window_focused) { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) - { - glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y)); - } - else + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) { double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) int window_x, window_y; glfwGetWindowPos(window, &window_x, &window_y); - io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y); - } - else - { - // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + mouse_x += window_x; + mouse_y += window_y; } + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; } - // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. - // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because - // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). - // - This is _regardless_ of whether another viewport is focused or being dragged from. - // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the - // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows. - // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; @@ -368,15 +763,21 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons() glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); #endif if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) - io.MouseHoveredViewport = viewport->ID; + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. #endif } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); } static void ImGui_ImplGlfw_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); @@ -393,54 +794,76 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } } +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else int axes_count = 0, buttons_count = 0; const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); #undef MAP_BUTTON #undef MAP_ANALOG - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; } static void ImGui_ImplGlfw_UpdateMonitors() { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + bd->WantUpdateMonitors = false; + int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + platform_io.Monitors.resize(0); for (int n = 0; n < monitors_count; n++) { @@ -448,6 +871,8 @@ static void ImGui_ImplGlfw_UpdateMonitors() int x, y; glfwGetMonitorPos(glfw_monitors[n], &x, &y); const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); #if GLFW_HAS_MONITOR_WORK_AREA @@ -465,55 +890,99 @@ static void ImGui_ImplGlfw_UpdateMonitors() glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); monitor.DpiScale = x_scale; #endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" platform_io.Monitors.push_back(monitor); } - g_WantUpdateMonitors = false; } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); - if (g_WantUpdateMonitors) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + if (bd->WantUpdateMonitors) ImGui_ImplGlfw_UpdateMonitors(); // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001f; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; - ImGui_ImplGlfw_UpdateMousePosAndButtons(); + ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); +} +#endif + + //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGuiViewportDataGlfw +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData { GLFWwindow* Window; bool WindowOwned; int IgnoreWindowPosEventFrame; int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif - ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } - ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } + ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } }; static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) @@ -532,9 +1001,9 @@ static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { - if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { - bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1); + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); //data->IgnoreWindowPosEventFrame = -1; if (ignore_event) return; @@ -547,9 +1016,9 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { - if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { - bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1); + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); //data->IgnoreWindowSizeEventFrame = -1; if (ignore_event) return; @@ -560,85 +1029,79 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); - viewport->PlatformUserData = data; + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); #if GLFW_HAS_FOCUS_ON_SHOW - glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); #endif glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); #endif - GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; - data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); - data->WindowOwned = true; - viewport->PlatformHandle = (void*)data->Window; + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; #ifdef _WIN32 - viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window); + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); #endif - glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); // Install GLFW callbacks for secondary viewports - glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback); - glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); - glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); - glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); - if (g_ClientApi == GlfwClientApi_OpenGL) + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) { - glfwMakeContextCurrent(data->Window); + glfwMakeContextCurrent(vd->Window); glfwSwapInterval(0); } } static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) { - if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { - if (data->WindowOwned) + if (vd->WindowOwned) { #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) HWND hwnd = (HWND)viewport->PlatformHandleRaw; ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); #endif - glfwDestroyWindow(data->Window); - } - data->Window = NULL; - IM_DELETE(data); - } - viewport->PlatformUserData = viewport->PlatformHandle = NULL; -} -// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". -// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) -static WNDPROC g_GlfwWndProc = NULL; -static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (msg == WM_NCHITTEST) - { - // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). - // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. - // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in - // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. - ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); - if (viewport->Flags & ImGuiViewportFlags_NoInputs) - return HTTRANSPARENT; + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); } - return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; } -#endif static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if defined(_WIN32) // GLFW hack: Hide icon from task bar @@ -654,9 +1117,8 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) // GLFW hack: install hook for WM_NCHITTEST message handler #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); - if (g_GlfwWndProc == NULL) - g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); - ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); #endif #if !GLFW_HAS_FOCUS_ON_SHOW @@ -672,60 +1134,60 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) #endif #endif - glfwShowWindow(data->Window); + glfwShowWindow(vd->Window); } static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int x = 0, y = 0; - glfwGetWindowPos(data->Window, &x, &y); + glfwGetWindowPos(vd->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); - glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int w = 0, h = 0; - glfwGetWindowSize(data->Window, &w, &h); + glfwGetWindowSize(vd->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based // on the upper-left corner. int x, y, width, height; - glfwGetWindowPos(data->Window, &x, &y); - glfwGetWindowSize(data->Window, &width, &height); - glfwSetWindowPos(data->Window, x, y - height + size.y); + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); #endif - data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); - glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); } static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - glfwSetWindowTitle(data->Window, title); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); } static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) { #if GLFW_HAS_FOCUS_WINDOW - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - glfwFocusWindow(data->Window); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); #else // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. (void)viewport; @@ -734,66 +1196,43 @@ static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; } static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0; + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; } #if GLFW_HAS_WINDOW_ALPHA static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - glfwSetWindowOpacity(data->Window, alpha); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); } #endif static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - if (g_ClientApi == GlfwClientApi_OpenGL) - glfwMakeContextCurrent(data->Window); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - if (g_ClientApi == GlfwClientApi_OpenGL) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) { - glfwMakeContextCurrent(data->Window); - glfwSwapBuffers(data->Window); + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); } } -//-------------------------------------------------------------------------------------------------------- -// IME (Input Method Editor) basic support for e.g. Asian language users -//-------------------------------------------------------------------------------------------------------- - -// We provide a Win32 implementation because this is such a common issue for IME users -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) -#define HAS_WIN32_IME 1 -#include -#ifdef _MSC_VER -#pragma comment(lib, "imm32") -#endif -inline static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) -{ - COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; - if (HWND hwnd = (HWND)viewport->PlatformHandleRaw) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } -} -#else -#define HAS_WIN32_IME 0 -#endif - //-------------------------------------------------------------------------------------------------------- // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) //-------------------------------------------------------------------------------------------------------- @@ -815,9 +1254,11 @@ enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { - ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); - VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; } #endif // GLFW_HAS_VULKAN @@ -825,6 +1266,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst static void ImGui_ImplGlfw_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; @@ -849,13 +1291,75 @@ static void ImGui_ImplGlfw_InitPlatformInterface() // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); - data->Window = g_Window; - data->WindowOwned = false; - main_viewport->PlatformUserData = data; - main_viewport->PlatformHandle = (void*)g_Window; + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; } static void ImGui_ImplGlfw_ShutdownPlatformInterface() { + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + } + return ::CallWindowProc(prev_wndproc, hWnd, msg, wParam, lParam); } +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.h index 608c31175..14e6ee6a7 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_glfw.h @@ -1,42 +1,63 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// About GLSL version: -// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. -// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct GLFWwindow; struct GLFWmonitor; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForWebGPU(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks -// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. -// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. +// Emscripten related initialization phase methods +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector); +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.cpp index 6be4682c8..a6f02d76f 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.cpp @@ -5,25 +5,39 @@ // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! -// Issues: +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. // 2019-03-25: Misc: Made io.DeltaTime always above zero. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-03-22: Added GLUT Platform binding. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_glut.h" +#define GL_SILENCE_DEPRECATION #ifdef __APPLE__ #include #else @@ -36,6 +50,120 @@ static int g_Time = 0; // Current time, in milliseconds +// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + bool ImGui_ImplGLUT_Init() { ImGuiIO& io = ImGui::GetIO(); @@ -45,33 +173,8 @@ bool ImGui_ImplGLUT_Init() #else io.BackendPlatformName = "imgui_impl_glut"; #endif - g_Time = 0; - // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. - io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I - io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME; - io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END; - io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = 127; - io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H - io.KeyMap[ImGuiKey_Space] = ' '; - io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - return true; } @@ -92,6 +195,8 @@ void ImGui_ImplGLUT_InstallFuncs() void ImGui_ImplGLUT_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; } void ImGui_ImplGLUT_NewFrame() @@ -104,18 +209,22 @@ void ImGui_ImplGLUT_NewFrame() delta_time_ms = 1; io.DeltaTime = delta_time_ms / 1000.0f; g_Time = current_time; +} - // Start the frame - ImGui::NewFrame(); +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); } -static void ImGui_ImplGLUT_UpdateKeyboardMods() +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) { ImGuiIO& io = ImGui::GetIO(); - int mods = glutGetModifiers(); - io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0; - io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0; - io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0; + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) @@ -126,79 +235,58 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) if (c >= 32) io.AddInputCharacter((unsigned int)c); - // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26. - // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here. - if (c >= 1 && c <= 26) - io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true; - else if (c >= 'a' && c <= 'z') - io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true; - else if (c >= 'A' && c <= 'Z') - io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true; - else - io.KeysDown[c] = true; - ImGui_ImplGLUT_UpdateKeyboardMods(); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) { //printf("char_up_func %d '%c'\n", c, c); - ImGuiIO& io = ImGui::GetIO(); - if (c >= 1 && c <= 26) - io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false; - else if (c >= 'a' && c <= 'z') - io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false; - else if (c >= 'A' && c <= 'Z') - io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false; - else - io.KeysDown[c] = false; - ImGui_ImplGLUT_UpdateKeyboardMods(); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) { //printf("key_down_func %d\n", key); - ImGuiIO& io = ImGui::GetIO(); - if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) - io.KeysDown[key + 256] = true; - ImGui_ImplGLUT_UpdateKeyboardMods(); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) { //printf("key_up_func %d\n", key); - ImGuiIO& io = ImGui::GetIO(); - if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) - io.KeysDown[key + 256] = false; - ImGui_ImplGLUT_UpdateKeyboardMods(); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) { ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); + io.AddMousePosEvent((float)x, (float)y); int button = -1; if (glut_button == GLUT_LEFT_BUTTON) button = 0; if (glut_button == GLUT_RIGHT_BUTTON) button = 1; if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; - if (button != -1 && state == GLUT_DOWN) - io.MouseDown[button] = true; - if (button != -1 && state == GLUT_UP) - io.MouseDown[button] = false; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); } #ifdef __FREEGLUT_EXT_H__ void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) { ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); - if (dir > 0) - io.MouseWheel += 1.0; - else if (dir < 0) - io.MouseWheel -= 1.0; + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); (void)button; // Unused } #endif @@ -212,5 +300,9 @@ void ImGui_ImplGLUT_ReshapeFunc(int w, int h) void ImGui_ImplGLUT_MotionFunc(int x, int y) { ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); + io.AddMousePosEvent((float)x, (float)y); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.h index 2f18ab763..00671924d 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_glut.h @@ -5,17 +5,25 @@ // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! -// Issues: +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once +#ifndef IMGUI_DISABLE #include "imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); @@ -25,7 +33,7 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); // You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, // or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. -//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- +//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc @@ -34,3 +42,5 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.h index a6f400066..d9540fbaa 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.h @@ -3,15 +3,25 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// Missing features: -// [ ] Renderer: Multi-viewport / platform windows. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ @class MTLRenderPassDescriptor; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; @@ -19,7 +29,7 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); -IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder); @@ -28,3 +38,36 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.mm b/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.mm index 20b59f706..20754d650 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.mm +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_metal.mm @@ -3,16 +3,30 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// Missing features: -// [ ] Renderer: Multi-viewport / platform windows. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. // 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. // 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -21,117 +35,350 @@ // 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_metal.h" - +#import #import -// #import // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) -#import + +// Forward Declarations +static void ImGui_ImplMetal_InitPlatformInterface(); +static void ImGui_ImplMetal_ShutdownPlatformInterface(); +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); #pragma mark - Support classes // A wrapper around a MTLBuffer object that knows the last time it was reused @interface MetalBuffer : NSObject @property (nonatomic, strong) id buffer; -@property (nonatomic, assign) NSTimeInterval lastReuseTime; +@property (nonatomic, assign) double lastReuseTime; - (instancetype)initWithBuffer:(id)buffer; @end // An object that encapsulates the data necessary to uniquely identify a // render pipeline state. These are used as cache keys. @interface FramebufferDescriptor : NSObject -@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) unsigned long sampleCount; @property (nonatomic, assign) MTLPixelFormat colorPixelFormat; @property (nonatomic, assign) MTLPixelFormat depthPixelFormat; @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; -- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; @end // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @interface MetalContext : NSObject -@property (nonatomic, strong) id depthStencilState; -@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient -@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors -@property (nonatomic, strong, nullable) id fontTexture; -@property (nonatomic, strong) NSMutableArray *bufferCache; -@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge; -- (void)makeDeviceObjectsWithDevice:(id)device; -- (void)makeFontTextureWithDevice:(id)device; -- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; -- (void)enqueueReusableBuffer:(MetalBuffer *)buffer; -- (id)renderPipelineStateForFrameAndDevice:(id)device; -- (void)emptyRenderPipelineStateCache; -- (void)setupRenderState:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder - renderPipelineState:(id)renderPipelineState - vertexBuffer:(MetalBuffer *)vertexBuffer - vertexBufferOffset:(size_t)vertexBufferOffset; -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder; +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; @end -static MetalContext *g_sharedMetalContext = nil; +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + + ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); -#pragma mark - ImGui API implementation +} + +bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API bool ImGui_ImplMetal_Init(id device) { + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData(); ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - static dispatch_once_t onceToken; - dispatch_once(&onceToken, ^{ - g_sharedMetalContext = [[MetalContext alloc] init]; - }); + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; - ImGui_ImplMetal_CreateDeviceObjects(device); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplMetal_InitPlatformInterface(); return true; } void ImGui_ImplMetal_Shutdown() { + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGui_ImplMetal_ShutdownPlatformInterface(); ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); + + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); } -void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) { - IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; - g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; } // Metal Render function. -void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) { - [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder]; + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* cmd_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + if (bd != nullptr) + { + @synchronized(bd->SharedMetalContext.bufferCache) + { + [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; + [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; + } + } + }); + }]; } bool ImGui_ImplMetal_CreateFontsTexture(id device) { - [g_sharedMetalContext makeFontTextureWithDevice:device]; - + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void* - return (g_sharedMetalContext.fontTexture != nil); + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* + + return (bd->SharedMetalContext.fontTexture != nil); } void ImGui_ImplMetal_DestroyFontsTexture() { + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - g_sharedMetalContext.fontTexture = nil; - io.Fonts->TexID = nullptr; + bd->SharedMetalContext.fontTexture = nil; + io.Fonts->SetTexID(0); } bool ImGui_ImplMetal_CreateDeviceObjects(id device) { - [g_sharedMetalContext makeDeviceObjectsWithDevice:device]; - + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); ImGui_ImplMetal_CreateFontsTexture(device); return true; @@ -139,8 +386,155 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) void ImGui_ImplMetal_DestroyDeviceObjects() { + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_DestroyFontsTexture(); - [g_sharedMetalContext emptyRenderPipelineStateCache]; + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; +} + +#pragma mark - Multi-viewport support + +#import + +#if TARGET_OS_OSX +#import +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataMetal +{ + CAMetalLayer* MetalLayer; + id CommandQueue; + MTLRenderPassDescriptor* RenderPassDescriptor; + void* Handle = nullptr; + bool FirstFrame = true; +}; + +static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); + viewport->RendererUserData = data; + + // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*. + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + IM_ASSERT(handle != nullptr); + + id device = bd->SharedMetalContext.device; + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.framebufferOnly = YES; + layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat; +#if TARGET_OS_OSX + NSWindow* window = (__bridge NSWindow*)handle; + NSView* view = window.contentView; + view.layer = layer; + view.wantsLayer = YES; +#endif + data->MetalLayer = layer; + data->CommandQueue = [device newCommandQueue]; + data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + data->Handle = handle; +} + +static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) + IM_DELETE(data); + viewport->RendererUserData = nullptr; +} + +inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) +{ + return CGSizeMake(size.width * scale, size.height * scale); +} + +static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); +} + +static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + +#if TARGET_OS_OSX + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + NSWindow* window = (__bridge NSWindow*)handle; + + // Always render the first frame, regardless of occlusionState, to avoid an initial flicker + if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) + { + // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for + // approximately 1 second if the Metal layer is completely occluded. + return; + } + data->FirstFrame = false; + + viewport->DpiScale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != viewport->DpiScale) + { + data->MetalLayer.contentsScale = viewport->DpiScale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); + } + viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); +#endif + + id drawable = [data->MetalLayer nextDrawable]; + if (drawable == nil) + return; + + MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); + if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + + id commandBuffer = [data->CommandQueue commandBuffer]; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; +} + +static void ImGui_ImplMetal_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; +} + +static void ImGui_ImplMetal_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); } #pragma mark - MetalBuffer implementation @@ -151,7 +545,7 @@ - (instancetype)initWithBuffer:(id)buffer if ((self = [super init])) { _buffer = buffer; - _lastReuseTime = [NSDate date].timeIntervalSince1970; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); } return self; } @@ -160,7 +554,7 @@ - (instancetype)initWithBuffer:(id)buffer #pragma mark - FramebufferDescriptor implementation @implementation FramebufferDescriptor -- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor { if ((self = [super init])) { @@ -172,9 +566,9 @@ - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPa return self; } -- (nonnull id)copyWithZone:(nullable NSZone *)zone +- (nonnull id)copyWithZone:(nullable NSZone*)zone { - FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; copy.sampleCount = self.sampleCount; copy.colorPixelFormat = self.colorPixelFormat; copy.depthPixelFormat = self.depthPixelFormat; @@ -194,7 +588,7 @@ - (NSUInteger)hash - (BOOL)isEqual:(id)object { - FramebufferDescriptor *other = object; + FramebufferDescriptor* other = object; if (![other isKindOfClass:[FramebufferDescriptor class]]) return NO; return other.sampleCount == self.sampleCount && @@ -208,79 +602,46 @@ - (BOOL)isEqual:(id)object #pragma mark - MetalContext implementation @implementation MetalContext -- (instancetype)init { +- (instancetype)init +{ if ((self = [super init])) { - _renderPipelineStateCache = [NSMutableDictionary dictionary]; - _bufferCache = [NSMutableArray array]; - _lastBufferCachePurge = [NSDate date].timeIntervalSince1970; + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); } return self; } -- (void)makeDeviceObjectsWithDevice:(id)device +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device { - MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; - depthStencilDescriptor.depthWriteEnabled = NO; - depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; - self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; -} + uint64_t now = GetMachAbsoluteTimeInSeconds(); -// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. -// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. -// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. -// You can make that change in your implementation. -- (void)makeFontTextureWithDevice:(id)device -{ - ImGuiIO &io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm - width:(NSUInteger)width - height:(NSUInteger)height - mipmapped:NO]; - textureDescriptor.usage = MTLTextureUsageShaderRead; -#if TARGET_OS_OSX || TARGET_OS_MACCATALYST - textureDescriptor.storageMode = MTLStorageModeManaged; -#else - textureDescriptor.storageMode = MTLStorageModeShared; -#endif - id texture = [device newTextureWithDescriptor:textureDescriptor]; - [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; - self.fontTexture = texture; -} - -- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device -{ - NSTimeInterval now = [NSDate date].timeIntervalSince1970; - - // Purge old buffers that haven't been useful for a while - if (now - self.lastBufferCachePurge > 1.0) + @synchronized(self.bufferCache) { - NSMutableArray *survivors = [NSMutableArray array]; - for (MetalBuffer *candidate in self.bufferCache) + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) { - if (candidate.lastReuseTime > self.lastBufferCachePurge) - { - [survivors addObject:candidate]; - } + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; } - self.bufferCache = [survivors mutableCopy]; - self.lastBufferCachePurge = now; - } - // See if we have a buffer we can reuse - MetalBuffer *bestCandidate = nil; - for (MetalBuffer *candidate in self.bufferCache) - if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) - bestCandidate = candidate; + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; - if (bestCandidate != nil) - { - [self.bufferCache removeObject:bestCandidate]; - bestCandidate.lastReuseTime = now; - return bestCandidate; + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } } // No luck; make a new buffer @@ -288,33 +649,12 @@ - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)renderPipelineStateForFrameAndDevice:(id)device -{ - // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame - // The hit rate for this cache should be very near 100%. - id renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor]; - - if (renderPipelineState == nil) - { - // No luck; make a new render pipeline state - renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device]; - // Cache render pipeline state for later reuse - self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState; - } - - return renderPipelineState; -} - -- (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device { - NSError *error = nil; + NSError* error = nil; - NSString *shaderSource = @"" + NSString* shaderSource = @"" "#include \n" "using namespace metal;\n" "\n" @@ -366,188 +706,45 @@ - (void)enqueueReusableBuffer:(MetalBuffer *)buffer return nil; } - MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; - vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].bufferIndex = 0; - vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); + vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords vertexDescriptor.attributes[1].bufferIndex = 0; - vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); + vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color vertexDescriptor.attributes[2].bufferIndex = 0; vertexDescriptor.layouts[0].stepRate = 1; vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); - MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.fragmentFunction = fragmentFunction; pipelineDescriptor.vertexDescriptor = vertexDescriptor; - pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; - pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; - pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; if (error != nil) - { NSLog(@"Error: failed to create Metal pipeline state: %@", error); - } return renderPipelineState; } -- (void)emptyRenderPipelineStateCache -{ - [self.renderPipelineStateCache removeAllObjects]; -} - -- (void)setupRenderState:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder - renderPipelineState:(id)renderPipelineState - vertexBuffer:(MetalBuffer *)vertexBuffer - vertexBufferOffset:(size_t)vertexBufferOffset -{ - [commandEncoder setCullMode:MTLCullModeNone]; - [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; - - // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to - // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - MTLViewport viewport = - { - .originX = 0.0, - .originY = 0.0, - .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), - .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), - .znear = 0.0, - .zfar = 1.0 - }; - [commandEncoder setViewport:viewport]; - - float L = drawData->DisplayPos.x; - float R = drawData->DisplayPos.x + drawData->DisplaySize.x; - float T = drawData->DisplayPos.y; - float B = drawData->DisplayPos.y + drawData->DisplaySize.y; - float N = (float)viewport.znear; - float F = (float)viewport.zfar; - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 1/(F-N), 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, - }; - [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; - - [commandEncoder setRenderPipelineState:renderPipelineState]; - - [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; - [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; -} - -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) - return; - - id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; - - size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); - size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); - MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; - MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - - [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0]; - - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) - - // Render command lists - size_t vertexBufferOffset = 0; - size_t indexBufferOffset = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) - { - const ImDrawList* cmd_list = drawData->CmdLists[n]; - - memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset]; - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; - - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - MTLScissorRect scissorRect = - { - .x = NSUInteger(clip_rect.x), - .y = NSUInteger(clip_rect.y), - .width = NSUInteger(clip_rect.z - clip_rect.x), - .height = NSUInteger(clip_rect.w - clip_rect.y) - }; - [commandEncoder setScissorRect:scissorRect]; - - - // Bind texture, Draw - if (pcmd->TextureId != NULL) - [commandEncoder setFragmentTexture:(__bridge id)(pcmd->TextureId) atIndex:0]; - - [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; - [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle - indexCount:pcmd->ElemCount - indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 - indexBuffer:indexBuffer.buffer - indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; - } - } - } - - vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); - } +@end - __weak id weakSelf = self; - [commandBuffer addCompletedHandler:^(id) - { - dispatch_async(dispatch_get_main_queue(), ^{ - [weakSelf enqueueReusableBuffer:vertexBuffer]; - [weakSelf enqueueReusableBuffer:indexBuffer]; - }); - }]; -} +//----------------------------------------------------------------------------- -@end +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.cpp index 41bed2fce..3a21c0913 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.cpp @@ -3,11 +3,15 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in imgui_impl_opengl3.cpp** @@ -19,7 +23,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -34,11 +42,15 @@ // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_opengl2.h" -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" #endif // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling @@ -55,8 +67,19 @@ #include #endif -// OpenGL Data -static GLuint g_FontTexture = 0; +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} // Forward Declarations static void ImGui_ImplOpenGL2_InitPlatformInterface(); @@ -65,25 +88,41 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL2_Init() { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL2_InitPlatformInterface(); + return true; } void ImGui_ImplOpenGL2_Shutdown() { + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_ShutdownPlatformInterface(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; + IM_DELETE(bd); } void ImGui_ImplOpenGL2_NewFrame() { - if (!g_FontTexture) + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); + + if (!bd->FontTexture) ImGui_ImplOpenGL2_CreateDeviceObjects(); } @@ -92,6 +131,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); @@ -163,9 +203,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -182,23 +222,18 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) else { // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; - - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); - - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); } - idx_buffer += pcmd->ElemCount; } } @@ -223,22 +258,24 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -248,12 +285,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() void ImGui_ImplOpenGL2_DestroyFontsTexture() { - if (g_FontTexture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; } } @@ -267,6 +305,7 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects() ImGui_ImplOpenGL2_DestroyFontsTexture(); } + //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. @@ -294,3 +333,11 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.h index ebc055d6a..be8fb6cc5 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl2.h @@ -3,11 +3,15 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in imgui_impl_opengl3.cpp** @@ -19,6 +23,7 @@ #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); @@ -30,3 +35,5 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.cpp index e2709ebe3..f93cda161 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.cpp @@ -5,16 +5,48 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. - -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accomodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed 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. +// 2021-08-23: 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. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) @@ -45,7 +77,7 @@ // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. -// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. @@ -79,53 +111,75 @@ #endif #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_opengl3.h" #include -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t +#if defined(__APPLE__) +#include +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) #endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) -#include +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else #include // Use GL ES 3 #endif -#else -// About Desktop OpenGL function loaders: -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include // Needs to be initialized with gl3wInit() in user's code -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include // Needs to be initialized with glewInit() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include // Needs to be initialized with gladLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) -#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. -#endif -#include // Needs to be initialized with glbinding::Binding::initialize() in user's code. -#include -using namespace gl; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. -#endif -#include // Needs to be initialized with glbinding::initialize() in user's code. -#include -using namespace gl; -#else -#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#include "imgui_impl_opengl3_loader.h" #endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. +#ifdef GL_POLYGON_MODE +#define IMGUI_IMPL_HAS_POLYGON_MODE #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. @@ -133,8 +187,8 @@ using namespace gl; #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #endif -// Desktop GL 3.3+ has glBindSampler() -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif @@ -143,24 +197,107 @@ using namespace gl; #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif +// Desktop GL use extension detection +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + // OpenGL Data -static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) -static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. -static GLuint g_FontTexture = 0; -static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location -static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location -static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} // Forward Declarations static void ImGui_ImplOpenGL3_InitPlatformInterface(); 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 bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize our loader +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + if (imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + // Query for GL version (e.g. 320 for GL 3.2) -#if !defined(IMGUI_IMPL_OPENGL_ES2) +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; +#else + // Desktop or GLES 3 GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); @@ -171,70 +308,74 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) const char* gl_version = (const char*)glGetString(GL_VERSION); sscanf(gl_version, "%d.%d", &major, &minor); } - g_GlVersion = (GLuint)(major * 100 + minor * 10); -#else - g_GlVersion = 200; // GLES 2 + bd->GlVersion = (GLuint)(major * 100 + minor * 10); +#if defined(GL_CONTEXT_PROFILE_MASK) + if (bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif - // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) + if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { #if defined(IMGUI_IMPL_OPENGL_ES2) - if (glsl_version == NULL) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) - if (glsl_version == NULL) glsl_version = "#version 300 es"; #elif defined(__APPLE__) - if (glsl_version == NULL) glsl_version = "#version 150"; #else - if (glsl_version == NULL) glsl_version = "#version 130"; #endif - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); - strcpy(g_GlslVersionString, glsl_version); - strcat(g_GlslVersionString, "\n"); - - // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. - // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! - // If auto-detection fails or doesn't select the same GL loader file as used by your application, - // you are likely to get a crash below. - // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. - const char* gl_loader = "Unknown"; - IM_UNUSED(gl_loader); -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) - gl_loader = "GL3W"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) - gl_loader = "GLEW"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - gl_loader = "GLAD"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) - gl_loader = "GLAD2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) - gl_loader = "glbinding2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) - gl_loader = "glbinding3"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - gl_loader = "custom"; -#else - gl_loader = "none"; -#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); // Make an arbitrary GL call (we don't actually need the result) - // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. - // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + // Detect extensions we support + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL3_InitPlatformInterface(); @@ -243,50 +384,66 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_ShutdownPlatformInterface(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } void ImGui_ImplOpenGL3_NewFrame() { - if (!g_ShaderHandle) + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); + + if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) + if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef GL_POLYGON_MODE +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) -#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) +#if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; - GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); - if (current_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } #endif // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; -#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) +#if defined(GL_CLIP_ORIGIN) if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left #endif const float ortho_projection[4][4] = @@ -296,29 +453,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif (void)vertex_array_object; -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); } // OpenGL3 Render function. @@ -332,19 +489,28 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#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 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef GL_POLYGON_MODE +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); @@ -361,15 +527,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; -#ifndef IMGUI_IMPL_OPENGL_ES2 - glGenVertexArrays(1, &vertex_array_object); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -383,13 +549,40 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -401,47 +594,50 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) else { // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; - - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); - - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); - else + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else #endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); - } + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); } } } // Destroy the temporary VAO -#ifndef IMGUI_IMPL_OPENGL_ES2 - glDeleteVertexArrays(1, &vertex_array_object); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); #endif // Restore modified GL state - glUseProgram(last_program); + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif 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); 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); @@ -450,69 +646,85 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef GL_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); -#endif +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) + { + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); + glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + } + else + { + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + } +#endif // IMGUI_IMPL_HAS_POLYGON_MODE + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this } bool ImGui_ImplOpenGL3_CreateFontsTexture() { - // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -#ifdef GL_UNPACK_ROW_LENGTH - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); #endif - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); // Store our identifier - io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); return true; } void ImGui_ImplOpenGL3_DestroyFontsTexture() { - if (g_FontTexture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -521,16 +733,17 @@ static bool CheckShader(GLuint handle, const char* desc) // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -538,18 +751,20 @@ static bool CheckProgram(GLuint handle, const char* desc) bool ImGui_ImplOpenGL3_CreateDeviceObjects() { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; - sscanf(g_GlslVersionString, "#version %d", &glsl_version); + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" @@ -580,7 +795,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; const GLchar* vertex_shader_glsl_300_es = - "precision mediump float;\n" + "precision highp float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" @@ -652,8 +867,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; // Select shaders matching our GLSL versions - const GLchar* vertex_shader = NULL; - const GLchar* fragment_shader = NULL; + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; @@ -676,40 +891,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() } // Create shaders - const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); - glCompileShader(g_VertHandle); - CheckShader(g_VertHandle, "vertex shader"); - - const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); - glCompileShader(g_FragHandle); - CheckShader(g_FragHandle, "fragment shader"); - - g_ShaderHandle = glCreateProgram(); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - CheckProgram(g_ShaderHandle, "shader program"); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); // Create buffers - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif @@ -718,14 +939,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } - if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } - if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } - if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } - if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } - if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } - if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } - + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } @@ -756,3 +973,14 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.h index 82860eb19..ab779e076 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3.h @@ -5,28 +5,33 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. -// About Desktop OpenGL function loaders: -// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE // Backend API -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); @@ -41,48 +46,22 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android -// Attempt to auto-detect the default Desktop GL loader based on available header files. -// If auto-detection fails or doesn't select the same GL loader file as used by your application, -// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). -// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ - && !defined(IMGUI_IMPL_OPENGL_ES3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + && !defined(IMGUI_IMPL_OPENGL_ES3) // Try to detect GLES on matching platforms #if defined(__APPLE__) -#include "TargetConditionals.h" +#include #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" - -// Otherwise try to detect supported Desktop OpenGL loaders.. -#elif defined(__has_include) -#if __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLEW -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD2 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GL3W -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 -#else - #error "Cannot detect OpenGL loader!" -#endif #else - #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository +// Otherwise imgui_impl_opengl3_loader.h will be used. #endif #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3_loader.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 000000000..15ba44f5c --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,810 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// +// Regenerate with: +// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union ImGL3WProcs { + GL3WglProc ptr[59]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLISPROGRAMPROC IsProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union ImGL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glIsProgram imgl3wProcs.gl.IsProgram +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void *libgl; +static GL3WglProc (*glx_get_proc_address)(const GLubyte *); + +static int open_libgl(void) +{ + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = glx_get_proc_address((const GLubyte *)proc); + if (!res) + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major == 0 && version.minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + if (const char* gl_version = (const char*)glGetString(GL_VERSION)) + sscanf(gl_version, "%d.%d", &version.major, &version.minor); + } + if (version.major < 2) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 2) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glIsProgram", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union ImGL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.h index fe5566d81..360317fc8 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.h @@ -1,24 +1,52 @@ // dear imgui: Platform Backend for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). -// Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Multi-viewport / platform windows. +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// [X] Platform: Multi-viewport / platform windows. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#ifdef __OBJC__ @class NSEvent; @class NSView; -IMGUI_IMPL_API bool ImGui_ImplOSX_Init(); +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); -IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.mm b/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.mm index c81abd399..56de6c169 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.mm +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_osx.mm @@ -1,24 +1,58 @@ // dear imgui: Platform Backend for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). -// Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Multi-viewport / platform windows. +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// [X] Platform: Multi-viewport / platform windows. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp -#include "imgui.h" -#include "imgui_impl_osx.h" +#import "imgui.h" +#ifndef IMGUI_DISABLE +#import "imgui_impl_osx.h" #import +#import +#import +#import // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. +// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +// 2022-11-02: Fixed mouse coordinates before clicking the host window. +// 2022-10-06: Fixed mouse inputs on flipped views. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. // 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. // 2020-10-28: Inputs: Added a fix for handling keypad-enter key. // 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". @@ -31,12 +65,40 @@ // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-07-07: Initial version. +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + // Data -static CFAbsoluteTime g_Time = 0.0; -static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static bool g_MouseCursorHidden = false; -static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; -static bool g_MouseDown[ImGuiMouseButton_COUNT] = {}; +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + NSWindow* Window; + + ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_InitPlatformInterface(); +static void ImGui_ImplOSX_ShutdownPlatformInterface(); +static void ImGui_ImplOSX_UpdateMonitors(); +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); // Undocumented methods for creating cursors. @interface NSCursor() @@ -46,54 +108,330 @@ + (id)_windowResizeNorthSouthCursor; + (id)_windowResizeEastWestCursor; @end +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow *window = view.window; + if (!window) + return; + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; +- (void)displaysDidChange:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +- (void)displaysDidChange:(NSNotification*)aNotification +{ + ImGui_ImplOSX_UpdateMonitors(); +} + +@end + // Functions -bool ImGui_ImplOSX_Init() +static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; + case kVK_F1: return ImGuiKey_F1; + case kVK_F2: return ImGuiKey_F2; + case kVK_F3: return ImGuiKey_F3; + case kVK_F4: return ImGuiKey_F4; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F10: return ImGuiKey_F10; + case kVK_F11: return ImGuiKey_F11; + case kVK_F12: return ImGuiKey_F12; + case kVK_F13: return ImGuiKey_F13; + case kVK_F14: return ImGuiKey_F14; + case kVK_F15: return ImGuiKey_F15; + case kVK_F16: return ImGuiKey_F16; + case kVK_F17: return ImGuiKey_F17; + case kVK_F18: return ImGuiKey_F18; + case kVK_F19: return ImGuiKey_F19; + case kVK_F20: return ImGuiKey_F20; + case 0x6E: return ImGuiKey_Menu; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_End: return ImGuiKey_End; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData(); + io.BackendPlatformUserData = (void*)bd; // Setup backend capabilities flags io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) - //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) io.BackendPlatformName = "imgui_impl_osx"; - // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array. - const int offset_for_function_keys = 256 - 0xF700; - io.KeyMap[ImGuiKey_Tab] = '\t'; - io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Backspace] = 127; - io.KeyMap[ImGuiKey_Space] = 32; - io.KeyMap[ImGuiKey_Enter] = 13; - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_KeyPadEnter] = 3; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; + bd->Observer = [ImGuiObserver new]; + bd->Window = view.window ?: NSApp.orderedWindows.firstObject; + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplOSX_InitPlatformInterface(); // Load cursors. Some of them are undocumented. - g_MouseCursorHidden = false; - g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; - g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; - g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. @@ -110,11 +448,11 @@ bool ImGui_ImplOSX_Init() NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; if (![available isEqualToString:NSPasteboardTypeString]) - return NULL; + return nullptr; NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; if (string == nil) - return NULL; + return nullptr; const char* string_c = (const char*)[string UTF8String]; size_t string_len = strlen(string_c); @@ -124,24 +462,65 @@ bool ImGui_ImplOSX_Init() return s_clipboard.Data; }; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + return true; } void ImGui_ImplOSX_Shutdown() { -} + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); -static void ImGui_ImplOSX_UpdateMouseCursorAndButtons() -{ - // Update buttons - ImGuiIO& io = ImGui::GetIO(); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + bd->Observer = nullptr; + if (bd->Monitor != nullptr) { - // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i]; - g_MouseJustPressed[i] = false; + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; } + ImGui_ImplOSX_ShutdownPlatformInterface(); + ImGui_ImplOSX_DestroyBackendData(); + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; @@ -149,28 +528,101 @@ static void ImGui_ImplOSX_UpdateMouseCursorAndButtons() if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - if (!g_MouseCursorHidden) + if (!bd->MouseCursorHidden) { - g_MouseCursorHidden = true; + bd->MouseCursorHidden = true; [NSCursor hide]; } } else { - // Show OS mouse cursor - [g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set]; - if (g_MouseCursorHidden) + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measureable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) { - g_MouseCursorHidden = false; + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; [NSCursor unhide]; } } } +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + void ImGui_ImplOSX_NewFrame(NSView* view) { - // Setup display size + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); + + // Setup display size if (view) { const float dpi = (float)[view.window backingScaleFactor]; @@ -179,65 +631,105 @@ void ImGui_ImplOSX_NewFrame(NSView* view) } // Setup time step - if (g_Time == 0.0) - g_Time = CFAbsoluteTimeGetCurrent(); - CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent(); - io.DeltaTime = (float)(current_time - g_Time); - g_Time = current_time; + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); - ImGui_ImplOSX_UpdateMouseCursorAndButtons(); -} + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; -static int mapCharacterToKey(int c) -{ - if (c >= 'a' && c <= 'z') - return c - 'a' + 'A'; - if (c == 25) // SHIFT+TAB -> TAB - return 9; - if (c >= 0 && c < 256) - return c; - if (c >= 0xF700 && c < 0xF700 + 256) - return c - 0xF700 + 256; - return -1; + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); } -static void resetKeys() +// Must only be called for a mouse event, otherwise an exception occurs +// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!) +static ImGuiMouseSource GetMouseSource(NSEvent* event) { - ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++) - io.KeysDown[n] = false; + switch (event.subtype) + { + case NSEventSubtypeTabletPoint: + return ImGuiMouseSource_Pen; + // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input. + // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only. + // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice. + // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24 + //case NSEventSubtypeTouch: + // return ImGuiMouseSource_TouchScreen; + case NSEventSubtypeMouseEvent: + default: + return ImGuiMouseSource_Mouse; + } } -bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) { ImGuiIO& io = ImGui::GetIO(); if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) { int button = (int)[event buttonNumber]; - if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown)) - g_MouseDown[button] = g_MouseJustPressed[button] = true; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, true); + } return io.WantCaptureMouse; } if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) { int button = (int)[event buttonNumber]; - if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown)) - g_MouseDown[button] = false; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, false); + } return io.WantCaptureMouse; } if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) { - NSPoint mousePoint = event.locationInWindow; - mousePoint = [view convertPoint:mousePoint fromView:nil]; - mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); - io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y); + NSPoint mousePoint; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + mousePoint = NSEvent.mouseLocation; + mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. + } + else + { + mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + } + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; } if (event.type == NSEventTypeScrollWheel) { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + double wheel_dx = 0.0; double wheel_dy = 0.0; @@ -248,77 +740,381 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) wheel_dy = [event scrollingDeltaY]; if ([event hasPreciseScrollingDeltas]) { - wheel_dx *= 0.1; - wheel_dy *= 0.1; + wheel_dx *= 0.01; + wheel_dy *= 0.01; } } else #endif // MAC_OS_X_VERSION_MAX_ALLOWED { - wheel_dx = [event deltaX]; - wheel_dy = [event deltaY]; + wheel_dx = [event deltaX] * 0.1; + wheel_dy = [event deltaY] * 0.1; } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy); - if (fabs(wheel_dx) > 0.0) - io.MouseWheelH += (float)wheel_dx * 0.1f; - if (fabs(wheel_dy) > 0.0) - io.MouseWheel += (float)wheel_dy * 0.1f; return io.WantCaptureMouse; } - // FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm. - if (event.type == NSEventTypeKeyDown) + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) { - NSString* str = [event characters]; - NSUInteger len = [str length]; - for (NSUInteger i = 0; i < len; i++) + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) { - int c = [str characterAtIndex:i]; - if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127) - io.AddInputCharacter((unsigned int)c); - - // We must reset in case we're pressing a sequence of special keys while keeping the command pressed - int key = mapCharacterToKey(c); - if (key != -1 && key < 256 && !io.KeyCtrl) - resetKeys(); - if (key != -1) - io.KeysDown[key] = true; + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + + NSEventModifierFlags modifier_flags = [event modifierFlags]; + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) } + return io.WantCaptureKeyboard; } - if (event.type == NSEventTypeKeyUp) + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataOSX +{ + NSWindow* Window; + bool WindowOwned; + + ImGuiViewportDataOSX() { WindowOwned = false; } + ~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); } +}; + +@interface ImGui_ImplOSX_Window: NSWindow +@end + +@implementation ImGui_ImplOSX_Window + +- (BOOL)canBecomeKeyWindow +{ + return YES; +} + +@end + +static void ConvertNSRect(NSScreen* screen, NSRect* r) +{ + r->origin.y = screen.frame.size.height - r->origin.y - r->size.height; +} + +static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + viewport->PlatformUserData = data; + + NSScreen* screen = bd->Window.screen; + NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y); + ConvertNSRect(screen, &rect); + + NSWindowStyleMask styleMask = 0; + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + styleMask |= NSWindowStyleMaskBorderless; + else + styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + + NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:YES + screen:screen]; + if (viewport->Flags & ImGuiViewportFlags_TopMost) + [window setLevel:NSFloatingWindowLevel]; + + window.title = @"Untitled"; + window.opaque = YES; + + KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect]; + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + [view setWantsBestResolutionOpenGLSurface:YES]; + + window.contentView = view; + + data->Window = window; + data->WindowOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window; +} + +static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport) +{ + NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw; + window = nil; + + if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData) { - NSString* str = [event characters]; - NSUInteger len = [str length]; - for (NSUInteger i = 0; i < len; i++) + NSWindow* window = data->Window; + if (window != nil && data->WindowOwned) { - int c = [str characterAtIndex:i]; - int key = mapCharacterToKey(c); - if (key != -1) - io.KeysDown[key] = false; + window.contentView = nil; + window.contentViewController = nil; + [window orderOut:nil]; } - return io.WantCaptureKeyboard; + data->Window = nil; + IM_DELETE(data); } + viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr; +} - if (event.type == NSEventTypeFlagsChanged) +static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + [data->Window orderFront:nil]; + else + [data->Window makeKeyAndOrderFront:nil]; + + [data->Window setIsVisible:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSScreen* screen = window.screen; + NSSize size = screen.frame.size; + NSRect frame = window.frame; + NSRect rect = window.contentLayoutRect; + return ImVec2(frame.origin.x, size.height - frame.origin.y - rect.size.height); +} + +static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.frame.size; + + NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height); + ConvertNSRect(window.screen, &r); + [window setFrameOrigin:r.origin]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.contentLayoutRect.size; + return ImVec2(size.width, size.height); +} + +static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect rect = window.frame; + rect.origin.y -= (size.y - rect.size.height); + rect.size.width = size.x; + rect.size.height = size.y; + [window setFrame:rect display:YES]; +} + +static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + [data->Window makeKeyAndOrderFront:bd->Window]; +} + +static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isKeyWindow; +} + +static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isMiniaturized; +} + +static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + data->Window.title = [NSString stringWithUTF8String:title]; +} + +static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + + data->Window.alphaValue = alpha; +} + +static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.backingScaleFactor; +} + +static void ImGui_ImplOSX_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + for (NSScreen* screen in NSScreen.screens) { - unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask; - - bool oldKeyCtrl = io.KeyCtrl; - bool oldKeyShift = io.KeyShift; - bool oldKeyAlt = io.KeyAlt; - bool oldKeySuper = io.KeySuper; - io.KeyCtrl = flags & NSEventModifierFlagControl; - io.KeyShift = flags & NSEventModifierFlagShift; - io.KeyAlt = flags & NSEventModifierFlagOption; - io.KeySuper = flags & NSEventModifierFlagCommand; - - // We must reset them as we will not receive any keyUp event if they where pressed with a modifier - if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper)) - resetKeys(); - return io.WantCaptureKeyboard; + NSRect frame = screen.frame; + NSRect visibleFrame = screen.visibleFrame; + + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y); + imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height); + imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y); + imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height); + imgui_monitor.DpiScale = screen.backingScaleFactor; + imgui_monitor.PlatformHandle = (__bridge_retained void*)screen; + + platform_io.Monitors.push_back(imgui_monitor); } +} - return false; +static void ImGui_ImplOSX_InitPlatformInterface() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGui_ImplOSX_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + data->Window = bd->Window; + data->WindowOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (__bridge void*)bd->Window; + + [NSNotificationCenter.defaultCenter addObserver:bd->Observer + selector:@selector(displaysDidChange:) + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; } + +static void ImGui_ImplOSX_ShutdownPlatformInterface() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + [NSNotificationCenter.defaultCenter removeObserver:bd->Observer + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; + bd->Observer = nullptr; + bd->Window = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData; + IM_DELETE(data); + main_viewport->PlatformUserData = nullptr; + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.cpp new file mode 100644 index 000000000..65fa70f89 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.cpp @@ -0,0 +1,1068 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features: +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). +// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. +// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). +// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) +// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) +// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl2.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) +#if !SDL_HAS_VULKAN +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* LastMouseCursor; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + bool UseVulkan; + bool WantUpdateMonitors; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). +static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + } +} + +static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_MOUSEWHEEL: + { + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); +#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! + float wheel_x = -event->wheel.preciseX; + float wheel_y = event->wheel.preciseY; +#else + float wheel_x = -(float)event->wheel.x; + float wheel_y = (float)event->wheel.y; +#endif +#ifdef __EMSCRIPTEN__ + wheel_x /= 100.0f; +#endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } +#if SDL_HAS_DISPLAY_EVENT + case SDL_DISPLAYEVENT: + { + // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION, + // so change of DPI/Scaling are not reflected in this event. (SDL3 has it) + bd->WantUpdateMonitors = true; + return true; + } +#endif + case SDL_WINDOWEVENT: + { + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->PendingMouseLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) + { + if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl2"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + bd->WantUpdateMonitors = true; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = nullptr; + io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)window; + main_viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.18: Enable native IME. + // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. + // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL2_ShutdownPlatformInterface(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + bd->LastMouseCursor = nullptr; + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y, window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) + if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->LastMouseCursor = expected_cursor; + } + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + SDL_GetDisplayUsableBounds(n, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) + monitor.DpiScale = dpi / 96.0f; +#endif + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != nullptr) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + if (bd->WantUpdateMonitors) + ImGui_ImplSDL2_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->PendingMouseLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)vd->Window; + viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = vd->Window; +} + +static void ImGui_ImplSDL2_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.h new file mode 100644 index 000000000..dee37fb62 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl2.h @@ -0,0 +1,46 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features: +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.cpp new file mode 100644 index 000000000..870dded5a --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,975 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features: +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-11-13: Updated for recent SDL3 API changes. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl3.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +#include +#if defined(__APPLE__) +#include +#endif +#ifdef _WIN32 +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#endif + +#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif + +// SDL Data +struct ImGui_ImplSDL3_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* LastMouseCursor; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + bool UseVulkan; + bool WantUpdateMonitors; + + ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL3_UpdateMonitors(); +static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL3_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplSDL3_GetClipboardText(void*) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + } +} + +static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + switch (event->type) + { + case SDL_EVENT_MOUSE_MOTION: + { + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_EVENT_MOUSE_WHEEL: + { + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); + float wheel_x = -event->wheel.x; + float wheel_y = event->wheel.y; + #ifdef __EMSCRIPTEN__ + wheel_x /= 100.0f; + #endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + { + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)); + bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_EVENT_TEXT_INPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + { + ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_EVENT_DISPLAY_ORIENTATION: + case SDL_EVENT_DISPLAY_ADDED: + case SDL_EVENT_DISPLAY_REMOVED: + case SDL_EVENT_DISPLAY_MOVED: + case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED: + { + bd->WantUpdateMonitors = true; + return true; + } + case SDL_EVENT_WINDOW_MOUSE_ENTER: + { + bd->MouseWindowID = event->window.windowID; + bd->PendingMouseLeaveFrame = 0; + return true; + } + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + // FIXME: Unconfirmed whether this is still needed with SDL3. + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + { + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + return true; + } + case SDL_EVENT_WINDOW_FOCUS_GAINED: + io.AddFocusEvent(true); + return true; + case SDL_EVENT_WINDOW_FOCUS_LOST: + io.AddFocusEvent(false); + return true; + case SDL_EVENT_WINDOW_CLOSE_REQUESTED: + case SDL_EVENT_WINDOW_MOVED: + case SDL_EVENT_WINDOW_RESIZED: + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) + { + if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) + viewport->PlatformRequestClose = true; + if (event->type == SDL_EVENT_WINDOW_MOVED) + viewport->PlatformRequestMove = true; + if (event->type == SDL_EVENT_WINDOW_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + return true; + } + return false; +} + +static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) +{ + viewport->PlatformHandle = window; + viewport->PlatformHandleRaw = nullptr; +#if defined(__WIN32__) && !defined(__WINRT__) + viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr); +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr); +#endif +} + +static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + IM_UNUSED(sdl_gl_context); // Unused in this branch + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl3"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + bd->WantUpdateMonitors = true; + + io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + io.ClipboardUserData = nullptr; + io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window); + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); + + // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659 + SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0"); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) +{ + if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL3_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +void ImGui_ImplSDL3_Shutdown() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL3_ShutdownPlatformInterface(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_DestroyCursor(bd->MouseCursors[cursor_n]); + bd->LastMouseCursor = nullptr; + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL3_UpdateMouseData() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + float mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) + if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL3_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_HideCursor(); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->LastMouseCursor = expected_cursor; + } + SDL_ShowCursor(); + } +} + +static void ImGui_ImplSDL3_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_Gamepad* gamepad = SDL_OpenGamepad(0); + if (!gamepad) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplSDL3_UpdateMonitors() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + + int display_count; + SDL_DisplayID* displays = SDL_GetDisplays(&display_count); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + SDL_DisplayID display_id = displays[n]; + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(display_id, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + SDL_GetDisplayUsableBounds(display_id, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + monitor.DpiScale = SDL_GetDisplayContentScale(display_id); + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL3_NewFrame() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + if (bd->WantUpdateMonitors) + ImGui_ImplSDL3_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->PendingMouseLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL3_UpdateMouseData(); + ImGui_ImplSDL3_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL3_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL3_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window); + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL3_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0; +#endif + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window); +} + +static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 3.0.0+ has a SDL_WINDOW_UTILITY flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} + +static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#include +static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} + +static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers; + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha; + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface; + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = vd->Window; +} + +static void ImGui_ImplSDL3_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.h new file mode 100644 index 000000000..1a4b31706 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdl3.h @@ -0,0 +1,43 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features: +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.cpp new file mode 100644 index 000000000..4c90492e7 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.cpp @@ -0,0 +1,268 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note how SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer2.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer2_Data +{ + SDL_Renderer* SDLRenderer; + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SDLRenderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer2_Shutdown() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer2_SetupRenderState() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(bd->SDLRenderer, nullptr); + SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); +} + +void ImGui_ImplSDLRenderer2_NewFrame() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; + SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + ImGui_ImplSDLRenderer2_SetupRenderState(); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer2_SetupRenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(bd->SDLRenderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(bd->SDLRenderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer2_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer2_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.h new file mode 100644 index 000000000..1b02c7438 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer2.h @@ -0,0 +1,41 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note how SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.cpp new file mode 100644 index 000000000..29671be0d --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.cpp @@ -0,0 +1,263 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.0.0+) + +// Note how SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2023-05-30: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer3.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(3,0,0) +#error This backend requires SDL 3.0.0+ +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer3_Data +{ + SDL_Renderer* SDLRenderer; + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SDLRenderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer3_Shutdown() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer3_SetupRenderState() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_SetRenderViewport(bd->SDLRenderer, nullptr); + SDL_SetRenderClipRect(bd->SDLRenderer, nullptr); +} + +void ImGui_ImplSDLRenderer3_NewFrame() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; + SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); + SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + ImGui_ImplSDLRenderer3_SetupRenderState(); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer3_SetupRenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_SetRenderClipRect(bd->SDLRenderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(bd->SDLRenderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + + // Restore modified SDL_Renderer state + SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport); + SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer3_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.h new file mode 100644 index 000000000..fd3cc1728 --- /dev/null +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_sdlrenderer3.h @@ -0,0 +1,41 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.0.0+) + +// Note how SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Renderer; + +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.cpp index b18a53453..0e0c77b7c 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.cpp @@ -4,41 +4,57 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. - -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. +// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) +// 2022-11-24: Fixed validation error with default depth buffer settings. +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-01-28: Initial version. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_wgpu.h" #include #include // Dear ImGui prototypes from imgui_internal.h extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); +#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). // WebGPU data -static WGPUDevice g_wgpuDevice = NULL; -static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; -static WGPURenderPipeline g_pipelineState = NULL; - struct RenderResources { - WGPUTexture FontTexture; // Font texture - WGPUTextureView FontTextureView; // Texture view for font texture - WGPUSampler Sampler; // Sampler for the font texture - WGPUBuffer Uniforms; // Shader uniforms - WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline - WGPUBindGroupLayout ImageBindGroupLayout; // Bind group layout for image textures - ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) - WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui + WGPUTexture FontTexture = nullptr; // Font texture + WGPUTextureView FontTextureView = nullptr; // Texture view for font texture + WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; -static RenderResources g_resources; struct FrameResources { @@ -49,186 +65,151 @@ struct FrameResources int IndexBufferSize; int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; -static unsigned int g_numFramesInFlight = 0; -static unsigned int g_frameIndex = UINT_MAX; struct Uniforms { float MVP[4][4]; + float Gamma; }; +struct ImGui_ImplWGPU_Data +{ + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; + + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- -// glsl_shader.vert, compiled with: -// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert -/* -#version 450 core -layout(location = 0) in vec2 aPos; -layout(location = 1) in vec2 aUV; -layout(location = 2) in vec4 aColor; -layout(set=0, binding = 0) uniform transform { mat4 mvp; }; +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2, + @location(1) uv: vec2, + @location(2) color: vec4, +}; -out gl_PerVertex { vec4 gl_Position; }; -layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; -void main() -{ - Out.Color = aColor; - Out.UV = aUV; - gl_Position = mvp * vec4(aPos, 0, 1); -} -*/ -static uint32_t __glsl_shader_vert_spv[] = -{ - 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, - 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, - 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, - 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, - 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, - 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, - 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, - 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, - 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, - 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, - 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, - 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, - 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, - 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, - 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, - 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, - 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, - 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, - 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, - 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, - 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, - 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, - 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, - 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, - 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, - 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, - 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, - 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, - 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, - 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, - 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, - 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, - 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, - 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, - 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, - 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, - 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, - 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, - 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, - 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 +struct Uniforms { + mvp: mat4x4, + gamma: f32, }; -// glsl_shader.frag, compiled with: -// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag -/* -#version 450 core -layout(location = 0) out vec4 fColor; -layout(set=0, binding=1) uniform sampler s; -layout(set=1, binding=0) uniform texture2D t; -layout(location = 0) in struct { vec4 Color; vec2 UV; } In; -void main() -{ - fColor = In.Color * texture(sampler2D(t, s), In.UV.st); +@group(0) @binding(0) var uniforms: Uniforms; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; } -*/ -static uint32_t __glsl_shader_frag_spv[] = -{ - 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, - 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, - 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, - 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, - 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, - 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, - 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, - 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, - 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, - 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, - 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, - 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, - 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, - 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, - 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, - 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, - 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, - 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, - 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, - 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, - 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, - 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, - 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, - 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, - 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, - 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, - 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, - 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, }; +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var s: sampler; +@group(1) @binding(0) var t: texture_2d; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4 { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); + return vec4(corrected_color, color.a); +} +)"; + static void SafeRelease(ImDrawIdx*& res) { if (res) delete[] res; - res = NULL; + res = nullptr; } static void SafeRelease(ImDrawVert*& res) { if (res) delete[] res; - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBindGroupLayout& res) { if (res) wgpuBindGroupLayoutRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBindGroup& res) { if (res) wgpuBindGroupRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBuffer& res) { if (res) wgpuBufferRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPURenderPipeline& res) { if (res) wgpuRenderPipelineRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUSampler& res) { if (res) wgpuSamplerRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUShaderModule& res) { if (res) wgpuShaderModuleRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUTextureView& res) { if (res) wgpuTextureViewRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUTexture& res) { if (res) wgpuTextureRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(RenderResources& res) @@ -238,8 +219,8 @@ static void SafeRelease(RenderResources& res) SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); - SafeRelease(res.ImageBindGroupLayout); SafeRelease(res.ImageBindGroup); + SafeRelease(res.ImageBindGroupLayout); }; static void SafeRelease(FrameResources& res) @@ -250,35 +231,39 @@ static void SafeRelease(FrameResources& res) SafeRelease(res.VertexBufferHost); } -static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) { - WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; - spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; - spirv_desc.codeSize = binary_data_size; - spirv_desc.code = binary_data; + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; + wgsl_desc.code = wgsl_source; - WGPUShaderModuleDescriptor desc; - desc.nextInChain = reinterpret_cast(&spirv_desc); + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast(&wgsl_desc); WGPUProgrammableStageDescriptor stage_desc = {}; - stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); + stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); stage_desc.entryPoint = "main"; return stage_desc; } static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) { - WGPUBindGroupEntry image_bg_entries[] = { { 0, 0, 0, 0, 0, texture } }; + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; WGPUBindGroupDescriptor image_bg_descriptor = {}; image_bg_descriptor.layout = layout; image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entries = image_bg_entries; - return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); + return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); } static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) { + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { @@ -293,23 +278,52 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; - wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), g_resources.Uniforms, 0, mvp, sizeof(mvp)); + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); + float gamma; + switch (bd->renderTargetFormat) + { + case WGPUTextureFormat_ASTC10x10UnormSrgb: + case WGPUTextureFormat_ASTC10x5UnormSrgb: + case WGPUTextureFormat_ASTC10x6UnormSrgb: + case WGPUTextureFormat_ASTC10x8UnormSrgb: + case WGPUTextureFormat_ASTC12x10UnormSrgb: + case WGPUTextureFormat_ASTC12x12UnormSrgb: + case WGPUTextureFormat_ASTC4x4UnormSrgb: + case WGPUTextureFormat_ASTC5x5UnormSrgb: + case WGPUTextureFormat_ASTC6x5UnormSrgb: + case WGPUTextureFormat_ASTC6x6UnormSrgb: + case WGPUTextureFormat_ASTC8x5UnormSrgb: + case WGPUTextureFormat_ASTC8x6UnormSrgb: + case WGPUTextureFormat_ASTC8x8UnormSrgb: + case WGPUTextureFormat_BC1RGBAUnormSrgb: + case WGPUTextureFormat_BC2RGBAUnormSrgb: + case WGPUTextureFormat_BC3RGBAUnormSrgb: + case WGPUTextureFormat_BC7RGBAUnormSrgb: + case WGPUTextureFormat_BGRA8UnormSrgb: + case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: + case WGPUTextureFormat_ETC2RGB8UnormSrgb: + case WGPUTextureFormat_ETC2RGBA8UnormSrgb: + case WGPUTextureFormat_RGBA8UnormSrgb: + gamma = 2.2f; + break; + default: + gamma = 1.0f; + } + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); } // Setup viewport - wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->DisplaySize.x, draw_data->DisplaySize.y, 0, 1); + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, offset, fr->VertexBufferSize * stride); + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); - wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); - wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); + wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); // Setup blend factor WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; - wgpuRenderPassEncoderSetBlendColor(ctx, &blend_color); + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); } // Render function @@ -322,45 +336,54 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // FIXME: Assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. - g_frameIndex = g_frameIndex + 1; - FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { - SafeRelease(fr->VertexBuffer); + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } SafeRelease(fr->VertexBufferHost); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; WGPUBufferDescriptor vb_desc = { - NULL, + nullptr, "Dear ImGui Vertex buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, - fr->VertexBufferSize * sizeof(ImDrawVert), + MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), false }; - fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); + fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); if (!fr->VertexBuffer) return; fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; } - if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { - SafeRelease(fr->IndexBuffer); + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } SafeRelease(fr->IndexBufferHost); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; WGPUBufferDescriptor ib_desc = { - NULL, + nullptr, "Dear ImGui Index buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, - fr->IndexBufferSize * sizeof(ImDrawIdx), + MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), false }; - fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); + fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); if (!fr->IndexBuffer) return; @@ -378,10 +401,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; - int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; - wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); - wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); + int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); // Setup desired render state ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); @@ -390,6 +413,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -397,7 +421,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -409,25 +433,28 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder else { // Bind custom texture - auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID))); + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); + auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); if (bind_group) { - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); } else { - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)pcmd->TextureId); - g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group); - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); } - // Apply Scissor, Bind texture, Draw - uint32_t clip_rect[4]; - clip_rect[0] = static_cast(pcmd->ClipRect.x - clip_off.x); - clip_rect[1] = static_cast(pcmd->ClipRect.y - clip_off.y); - clip_rect[2] = static_cast(pcmd->ClipRect.z - clip_off.x); - clip_rect[3] = static_cast(pcmd->ClipRect.w - clip_off.y); - wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } @@ -436,21 +463,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder } } -static WGPUBuffer ImGui_ImplWGPU_CreateBufferFromData(const WGPUDevice& device, const void* data, uint64_t size, WGPUBufferUsage usage) -{ - WGPUBufferDescriptor descriptor = {}; - descriptor.size = size; - descriptor.usage = usage | WGPUBufferUsage_CopyDst; - WGPUBuffer buffer = wgpuDeviceCreateBuffer(device, &descriptor); - - WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice); - wgpuQueueWriteBuffer(queue, buffer, 0, data, size); - return buffer; -} - static void ImGui_ImplWGPU_CreateFontsTexture() { // Build texture atlas + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height, size_pp; @@ -463,12 +479,12 @@ static void ImGui_ImplWGPU_CreateFontsTexture() tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size.width = width; tex_desc.size.height = height; - tex_desc.size.depth = 1; + tex_desc.size.depthOrArrayLayers = 1; tex_desc.sampleCount = 1; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.mipLevelCount = 1; - tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_Sampled; - g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); WGPUTextureViewDescriptor tex_view_desc = {}; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; @@ -478,96 +494,89 @@ static void ImGui_ImplWGPU_CreateFontsTexture() tex_view_desc.baseArrayLayer = 0; tex_view_desc.arrayLayerCount = 1; tex_view_desc.aspect = WGPUTextureAspect_All; - g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); + bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); } // Upload texture data { - WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, (uint32_t)(width * size_pp * height), WGPUBufferUsage_CopySrc); - - WGPUBufferCopyView bufferCopyView = {}; - bufferCopyView.buffer = staging_buffer; - bufferCopyView.layout.offset = 0; - bufferCopyView.layout.bytesPerRow = width * size_pp; - bufferCopyView.layout.rowsPerImage = height; - - WGPUTextureCopyView textureCopyView = {}; - textureCopyView.texture = g_resources.FontTexture; - textureCopyView.mipLevel = 0; - textureCopyView.origin = { 0, 0, 0 }; -#ifndef __EMSCRIPTEN__ - textureCopyView.aspect = WGPUTextureAspect_All; -#endif - - WGPUExtent3D copySize = { (uint32_t)width, (uint32_t)height, 1 }; - - WGPUCommandEncoderDescriptor enc_desc = {}; - WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(g_wgpuDevice, &enc_desc); - wgpuCommandEncoderCopyBufferToTexture(encoder, &bufferCopyView, &textureCopyView, ©Size); - WGPUCommandBufferDescriptor cmd_buf_desc = {}; - WGPUCommandBuffer copy = wgpuCommandEncoderFinish(encoder, &cmd_buf_desc); - WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice); - wgpuQueueSubmit(queue, 1, ©); - - wgpuCommandEncoderRelease(encoder); - wgpuBufferRelease(staging_buffer); + WGPUImageCopyTexture dst_view = {}; + dst_view.texture = bd->renderResources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); } // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.mipmapFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat; - g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); + sampler_desc.maxAnisotropy = 1; + bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); } // Store our identifier - static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->TexID = (ImTextureID)g_resources.FontTextureView; + static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); } static void ImGui_ImplWGPU_CreateUniformBuffer() { + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUBufferDescriptor ub_desc = { - NULL, + nullptr, "Dear ImGui Uniform buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, - sizeof(Uniforms), + MEMALIGN(sizeof(Uniforms), 16), false }; - g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); + bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); } bool ImGui_ImplWGPU_CreateDeviceObjects() { - if (!g_wgpuDevice) + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) return false; - if (g_pipelineState) + if (bd->pipelineState) ImGui_ImplWGPU_InvalidateDeviceObjects(); // Create render pipeline WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; - graphics_pipeline_desc.primitiveTopology = WGPUPrimitiveTopology_TriangleList; - graphics_pipeline_desc.sampleCount = 1; - graphics_pipeline_desc.sampleMask = UINT_MAX; - + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample.count = 1; + graphics_pipeline_desc.multisample.mask = UINT_MAX; + graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; + + // Bind group layouts WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; common_bg_layout_entries[0].binding = 0; - common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex; - common_bg_layout_entries[0].type = WGPUBindingType_UniformBuffer; + common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; + common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; common_bg_layout_entries[1].binding = 1; common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; - common_bg_layout_entries[1].type = WGPUBindingType_Sampler; + common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; image_bg_layout_entries[0].binding = 0; image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; - image_bg_layout_entries[0].type = WGPUBindingType_SampledTexture; + image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; + image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; common_bg_layout_desc.entryCount = 2; @@ -578,94 +587,73 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() image_bg_layout_desc.entries = image_bg_layout_entries; WGPUBindGroupLayout bg_layouts[2]; - bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc); - bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc); + bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); + bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); WGPUPipelineLayoutDescriptor layout_desc = {}; layout_desc.bindGroupLayoutCount = 2; layout_desc.bindGroupLayouts = bg_layouts; - graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc); + graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); // Create the vertex shader - WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); - graphics_pipeline_desc.vertexStage = vertex_shader_desc; + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; // Vertex input configuration - WGPUVertexAttributeDescriptor attribute_binding_desc[] = + WGPUVertexAttribute attribute_desc[] = { - { WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, - { WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, - { WGPUVertexFormat_UChar4Norm, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, }; - WGPUVertexBufferLayoutDescriptor buffer_binding_desc; - buffer_binding_desc.arrayStride = sizeof(ImDrawVert); - buffer_binding_desc.stepMode = WGPUInputStepMode_Vertex; - buffer_binding_desc.attributeCount = 3; - buffer_binding_desc.attributes = attribute_binding_desc; - - WGPUVertexStateDescriptor vertex_state_desc = {}; - vertex_state_desc.indexFormat = WGPUIndexFormat_Undefined; - vertex_state_desc.vertexBufferCount = 1; - vertex_state_desc.vertexBuffers = &buffer_binding_desc; + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; - graphics_pipeline_desc.vertexState = &vertex_state_desc; + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; // Create the pixel shader - WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); - graphics_pipeline_desc.fragmentStage = &pixel_shader_desc; + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); // Create the blending setup - WGPUColorStateDescriptor color_state = {}; - { - color_state.format = g_renderTargetFormat; - color_state.alphaBlend.operation = WGPUBlendOperation_Add; - color_state.alphaBlend.srcFactor = WGPUBlendFactor_OneMinusSrcAlpha; - color_state.alphaBlend.dstFactor = WGPUBlendFactor_Zero; - color_state.colorBlend.operation = WGPUBlendOperation_Add; - color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha; - color_state.colorBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; - color_state.writeMask = WGPUColorWriteMask_All; - - graphics_pipeline_desc.colorStateCount = 1; - graphics_pipeline_desc.colorStates = &color_state; - graphics_pipeline_desc.alphaToCoverageEnabled = false; - } - - // Create the rasterizer state - WGPURasterizationStateDescriptor raster_desc = {}; - { - raster_desc.cullMode = WGPUCullMode_None; - raster_desc.frontFace = WGPUFrontFace_CW; - raster_desc.depthBias = 0; - raster_desc.depthBiasClamp = 0; - raster_desc.depthBiasSlopeScale = 0; - graphics_pipeline_desc.rasterizationState = &raster_desc; - } + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = bd->renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; // Create depth-stencil State - WGPUDepthStencilStateDescriptor depth_desc = {}; - { - // Configure disabled state - depth_desc.format = WGPUTextureFormat_Undefined; - depth_desc.depthWriteEnabled = true; - depth_desc.depthCompare = WGPUCompareFunction_Always; - depth_desc.stencilReadMask = 0; - depth_desc.stencilWriteMask = 0; - depth_desc.stencilBack.compare = WGPUCompareFunction_Always; - depth_desc.stencilBack.failOp = WGPUStencilOperation_Keep; - depth_desc.stencilBack.depthFailOp = WGPUStencilOperation_Keep; - depth_desc.stencilBack.passOp = WGPUStencilOperation_Keep; - depth_desc.stencilFront.compare = WGPUCompareFunction_Always; - depth_desc.stencilFront.failOp = WGPUStencilOperation_Keep; - depth_desc.stencilFront.depthFailOp = WGPUStencilOperation_Keep; - depth_desc.stencilFront.passOp = WGPUStencilOperation_Keep; - - // No depth buffer corresponds to no configuration - graphics_pipeline_desc.depthStencilState = NULL; - } + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = bd->depthStencilFormat; + depth_stencil_state.depthWriteEnabled = false; + depth_stencil_state.depthCompare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; - g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); + bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateUniformBuffer(); @@ -673,20 +661,20 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Create resource bind group WGPUBindGroupEntry common_bg_entries[] = { - { 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, - { 1, 0, 0, 0, g_resources.Sampler, 0 }, + { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, }; WGPUBindGroupDescriptor common_bg_descriptor = {}; common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; - g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); - g_resources.ImageBindGroupLayout = bg_layouts[1]; + bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); - g_resources.ImageBindGroup = image_bind_group; - g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); + bd->renderResources.ImageBindGroup = image_bind_group; + bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; + bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); @@ -697,49 +685,56 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() void ImGui_ImplWGPU_InvalidateDeviceObjects() { - if (!g_wgpuDevice) + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) return; - SafeRelease(g_pipelineState); - SafeRelease(g_resources); + SafeRelease(bd->pipelineState); + SafeRelease(bd->renderResources); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - for (unsigned int i = 0; i < g_numFramesInFlight; i++) - SafeRelease(g_pFrameResources[i]); + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(bd->pFrameResources[i]); } -bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format) +bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) { - // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_webgpu"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - g_wgpuDevice = device; - g_renderTargetFormat = rt_format; - g_pFrameResources = new FrameResources[num_frames_in_flight]; - g_numFramesInFlight = num_frames_in_flight; - g_frameIndex = UINT_MAX; - - g_resources.FontTexture = NULL; - g_resources.FontTextureView = NULL; - g_resources.Sampler = NULL; - g_resources.Uniforms = NULL; - g_resources.CommonBindGroup = NULL; - g_resources.ImageBindGroupLayout = NULL; - g_resources.ImageBindGroups.Data.reserve(100); - g_resources.ImageBindGroup = NULL; + bd->wgpuDevice = device; + bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); + bd->renderTargetFormat = rt_format; + bd->depthStencilFormat = depth_format; + bd->numFramesInFlight = num_frames_in_flight; + bd->frameIndex = UINT_MAX; + + bd->renderResources.FontTexture = nullptr; + bd->renderResources.FontTextureView = nullptr; + bd->renderResources.Sampler = nullptr; + bd->renderResources.Uniforms = nullptr; + bd->renderResources.CommonBindGroup = nullptr; + bd->renderResources.ImageBindGroups.Data.reserve(100); + bd->renderResources.ImageBindGroup = nullptr; + bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) + bd->pFrameResources = new FrameResources[num_frames_in_flight]; for (int i = 0; i < num_frames_in_flight; i++) { - FrameResources* fr = &g_pFrameResources[i]; - fr->IndexBuffer = NULL; - fr->VertexBuffer = NULL; - fr->IndexBufferHost = NULL; - fr->VertexBufferHost = NULL; + FrameResources* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; fr->IndexBufferSize = 10000; fr->VertexBufferSize = 5000; } @@ -749,16 +744,31 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur void ImGui_ImplWGPU_Shutdown() { + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWGPU_InvalidateDeviceObjects(); - delete[] g_pFrameResources; - g_pFrameResources = NULL; - g_wgpuDevice = NULL; - g_numFramesInFlight = 0; - g_frameIndex = UINT_MAX; + delete[] bd->pFrameResources; + bd->pFrameResources = nullptr; + wgpuQueueRelease(bd->defaultQueue); + bd->wgpuDevice = nullptr; + bd->numFramesInFlight = 0; + bd->frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); } void ImGui_ImplWGPU_NewFrame() { - if (!g_pipelineState) + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->pipelineState) ImGui_ImplWGPU_CreateDeviceObjects(); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.h index f6c615283..b83ef0e83 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_wgpu.h @@ -4,17 +4,25 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + #include -IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format); +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); @@ -22,3 +30,5 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.cpp b/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.cpp index 29b7df450..924f2f1d7 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.cpp +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.cpp @@ -1,35 +1,72 @@ -// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include +#include // GET_X_LPARAM(), GET_Y_LPARAM() #include +#include + +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. // Using XInput for gamepad (will load DLL dynamically) #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -#include +#include typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); #endif // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. // 2021-01-25: Inputs: Dynamically loading XInput DLL. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) @@ -54,78 +91,92 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. -// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. - -// Win32 Data -static HWND g_hWnd = NULL; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; -static bool g_WantUpdateMonitors = true; +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. // Forward Declarations -static void ImGui_ImplWin32_InitPlatformInterface(); +static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC); static void ImGui_ImplWin32_ShutdownPlatformInterface(); static void ImGui_ImplWin32_UpdateMonitors(); -// XInput DLL and functions +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + bool WantUpdateMonitors; + #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -static HMODULE g_XInputDLL = NULL; -static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; -static PFN_XInputGetState g_XInputGetState = NULL; + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; #endif + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + // Functions -bool ImGui_ImplWin32_Init(void* hwnd) +static void ImGui_ImplWin32_UpdateKeyboardCodePage() +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) { - if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) return false; - if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) return false; // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) - io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) - io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->hWnd = (HWND)hwnd; + bd->WantUpdateMonitors = true; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(); // Our mouse update function expect PlatformHandle to be filled for the main viewport - g_hWnd = (HWND)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplWin32_InitPlatformInterface(); - - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_Tab] = VK_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = VK_UP; - io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; - io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; - io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; - io.KeyMap[ImGuiKey_Home] = VK_HOME; - io.KeyMap[ImGuiKey_End] = VK_END; - io.KeyMap[ImGuiKey_Insert] = VK_INSERT; - io.KeyMap[ImGuiKey_Delete] = VK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = VK_BACK; - io.KeyMap[ImGuiKey_Space] = VK_SPACE; - io.KeyMap[ImGuiKey_Enter] = VK_RETURN; - io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; + ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc); // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; const char* xinput_dll_names[] = { "xinput1_4.dll", // Windows 8+ @@ -137,35 +188,45 @@ bool ImGui_ImplWin32_Init(void* hwnd) for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) { - g_XInputDLL = dll; - g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); - g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); break; } #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - + return true; } +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + void ImGui_ImplWin32_Shutdown() { + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_ShutdownPlatformInterface(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - if (g_XInputDLL) - ::FreeLibrary(g_XInputDLL); - g_XInputDLL = NULL; - g_XInputGetCapabilities = NULL; - g_XInputGetState = NULL; + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - - g_hWnd = NULL; - g_Time = 0; - g_TicksPerSecond = 0; - g_LastMouseCursor = ImGuiMouseCursor_COUNT; - g_HasGamepad = false; - g_WantUpdateHasGamepad = true; + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); } static bool ImGui_ImplWin32_UpdateMouseCursor() @@ -178,7 +239,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); + ::SetCursor(nullptr); } else { @@ -196,68 +257,101 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); } return true; } -// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) -// Because of that, it is a little more complicated than your typical single-viewport binding code! -static void ImGui_ImplWin32_UpdateMousePos() +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) { ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - // (When multi-viewports are enabled, all imgui positions are same as OS positions) - if (io.WantSetMousePos) - { - POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0 || ::ClientToScreen(g_hWnd, &pos)) - ::ClientToScreen(g_hWnd, &pos); - ::SetCursorPos(pos.x, pos.y); - } +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); +} - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - io.MouseHoveredViewport = 0; +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); - // Set imgui mouse position POINT mouse_screen_pos; - if (!::GetCursorPos(&mouse_screen_pos)) - return; - if (HWND focused_hwnd = ::GetForegroundWindow()) + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); + if (is_app_focused) { - if (::IsChild(focused_hwnd, g_hWnd)) - focused_hwnd = g_hWnd; - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) { - // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) - // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). - if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) - io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); } - else + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) { - // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.) - // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. - if (focused_hwnd == g_hWnd) - { - POINT mouse_client_pos = mouse_screen_pos; - ::ScreenToClient(focused_hwnd, &mouse_client_pos); - io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); - } + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); } } - // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. - // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because - // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). - // - This is _regardless_ of whether another viewport is focused or being dragged from. - // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the - // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows. - if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) - if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? - io.MouseHoveredViewport = viewport->ID; + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); } // Gamepad navigation mapping @@ -265,47 +359,55 @@ static void ImGui_ImplWin32_UpdateGamepads() { #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) + if (bd->WantUpdateHasGamepad) { - XINPUT_CAPABILITIES caps; - g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; - g_WantUpdateHasGamepad = false; + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; } io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; XINPUT_STATE xinput_state; - if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) - { - const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } - #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); - #undef MAP_BUTTON - #undef MAP_ANALOG - } + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD } @@ -321,6 +423,7 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; ImGuiPlatformIO& io = ImGui::GetPlatformIO(); if (info.dwFlags & MONITORINFOF_PRIMARY) io.Monitors.push_front(imgui_monitor); @@ -331,44 +434,42 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H static void ImGui_ImplWin32_UpdateMonitors() { + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui::GetPlatformIO().Monitors.resize(0); - ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL); - g_WantUpdateMonitors = false; + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; - ::GetClientRect(g_hWnd, &rect); + ::GetClientRect(bd->hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - if (g_WantUpdateMonitors) + if (bd->WantUpdateMonitors) ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); + ImGui_ImplWin32_UpdateMouseData(); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) + if (bd->LastMouseCursor != mouse_cursor) { - g_LastMouseCursor = mouse_cursor; + bd->LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } @@ -376,6 +477,136 @@ void ImGui_ImplWin32_NewFrame() ImGui_ImplWin32_UpdateGamepads(); } +// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) +#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) + +// Map VK_xxx to ImGuiKey_xxx. +static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) +{ + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. #ifndef WM_MOUSEHWHEEL #define WM_MOUSEHWHEEL 0x020E @@ -385,10 +616,10 @@ void ImGui_ImplWin32_NewFrame() #endif // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) -// Call from your application's message handler. +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. @@ -396,27 +627,84 @@ void ImGui_ImplWin32_NewFrame() // Copy this line into your .cpp file to forward declare the function. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif + +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { - if (ImGui::GetCurrentContext() == NULL) + if (ImGui::GetCurrentContext() == nullptr) return 0; ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + switch (msg) { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + break; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + break; + } case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) ::SetCapture(hwnd); - io.MouseDown[button] = true; + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); return 0; } case WM_LBUTTONUP: @@ -424,47 +712,106 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONUP: case WM_XBUTTONUP: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - io.MouseDown[button] = false; - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); return 0; } case WM_MOUSEWHEEL: - io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); return 0; case WM_MOUSEHWHEEL: - io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); return 0; case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); if (wParam < 256) - io.KeysDown[wParam] = 0; + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(); + + // Obtain virtual key code + // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) + int vk = (int)wParam; + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + vk = IM_VK_KEYPAD_ENTER; + const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(); return 0; case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacterUTF16((unsigned short)wParam); + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } return 0; case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) return 1; return 0; case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; + bd->WantUpdateHasGamepad = true; +#endif return 0; case WM_DISPLAYCHANGE: - g_WantUpdateMonitors = true; + bd->WantUpdateMonitors = true; return 0; } return 0; @@ -485,19 +832,32 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA // If you are trying to implement your own backend for your own engine, you may ignore that noise. //--------------------------------------------------------------------------------------------------------- -// Implement some of the functions and types normally declared in recent Windows SDK. -#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) -static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) { - OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; - DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; - ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); - return ::VerifyVersionInfoW(&osvi, mask, cond); + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; } -#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE -#endif + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 #ifndef DPI_ENUMS_DECLARED typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; @@ -518,9 +878,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR void ImGui_ImplWin32_EnableDpiAwareness() { // Make sure monitors will be updated with latest correct scaling - g_WantUpdateMonitors = true; + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; - // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! + if (_IsWindows10OrGreater()) { static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) @@ -529,7 +890,7 @@ void ImGui_ImplWin32_EnableDpiAwareness() return; } } - if (IsWindows8Point1OrGreater()) + if (_IsWindows8Point1OrGreater()) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) @@ -544,29 +905,32 @@ void ImGui_ImplWin32_EnableDpiAwareness() } #if defined(_MSC_VER) && !defined(NOGDI) -#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) { UINT xdpi = 96, ydpi = 96; - static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); - if (bIsWindows8Point1OrGreater) + if (_IsWindows8Point1OrGreater()) { - static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) - GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } } #ifndef NOGDI - else - { - const HDC dc = ::GetDC(NULL); - xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); - ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); - ::ReleaseDC(NULL, dc); - } -#endif + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif return xdpi / 96.0f; } @@ -576,51 +940,63 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); } - -//-------------------------------------------------------------------------------------------------------- -// IME (Input Method Editor) basic support for e.g. Asian language users +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) //-------------------------------------------------------------------------------------------------------- -#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' #endif -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) -#define HAS_WIN32_IME 1 -#include -#ifdef _MSC_VER -#pragma comment(lib, "imm32") -#endif -static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) { - COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } }; - if (HWND hwnd = (HWND)viewport->PlatformHandle) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } } -#else -#define HAS_WIN32_IME 0 -#endif -//-------------------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. -struct ImGuiViewportDataWin32 +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData { HWND Hwnd; + HWND HwndParent; bool HwndOwned; DWORD DwStyle; DWORD DwExStyle; - ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } - ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); } + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } }; static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) @@ -639,183 +1015,205 @@ static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags fl *out_ex_style |= WS_EX_TOPMOST; } +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); - viewport->PlatformUserData = data; + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; // Select style and parent window - ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle); - HWND parent_window = NULL; - if (viewport->ParentViewportId != 0) - if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) - parent_window = (HWND)parent_viewport->PlatformHandle; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); // Create window RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; - ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); - data->Hwnd = ::CreateWindowEx( - data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowEx( + vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area - parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param - data->HwndOwned = true; + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; viewport->PlatformRequestResize = false; - viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; } static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) { - if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData) + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) { - if (::GetCapture() == data->Hwnd) + if (::GetCapture() == vd->Hwnd) { // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. ::ReleaseCapture(); - ::SetCapture(g_hWnd); + ::SetCapture(bd->hWnd); } - if (data->Hwnd && data->HwndOwned) - ::DestroyWindow(data->Hwnd); - data->Hwnd = NULL; - IM_DELETE(data); + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); } - viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; } static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) - ::ShowWindow(data->Hwnd, SW_SHOWNA); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); else - ::ShowWindow(data->Hwnd, SW_SHOW); + ::ShowWindow(vd->Hwnd, SW_SHOW); } static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) { + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + // (Optional) Update Win32 style if it changed _after_ creation. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); DWORD new_style; DWORD new_ex_style; ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) - if (data->DwStyle != new_style || data->DwExStyle != new_ex_style) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) { // (Optional) Update TopMost state if it changed _after_ creation - bool top_most_changed = (data->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; // Apply flags and position (since it is affected by flags) - data->DwStyle = new_style; - data->DwExStyle = new_ex_style; - ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle); - ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle); + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; - ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen - ::SetWindowPos(data->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); - ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; } } static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); POINT pos = { 0, 0 }; - ::ClientToScreen(data->Hwnd, &pos); + ::ClientToScreen(vd->Hwnd, &pos); return ImVec2((float)pos.x, (float)pos.y); } static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; - ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); - ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); } static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); RECT rect; - ::GetClientRect(data->Hwnd, &rect); + ::GetClientRect(vd->Hwnd, &rect); return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); } static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; - ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen - ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); } static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); - ::BringWindowToTop(data->Hwnd); - ::SetForegroundWindow(data->Hwnd); - ::SetFocus(data->Hwnd); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); } static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); - return ::GetForegroundWindow() == data->Hwnd; + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; } static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); - return ::IsIconic(data->Hwnd) != 0; + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; } static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) { // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); - int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); ImVector title_w; title_w.resize(n); ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); - ::SetWindowTextW(data->Hwnd, title_w.Data); + ::SetWindowTextW(vd->Hwnd, title_w.Data); } static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); if (alpha < 1.0f) { - DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; - ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); - ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); } else { - DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; - ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); } } static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) { - ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; - IM_ASSERT(data->Hwnd != 0); - return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd); + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); } // FIXME-DPI: Testing DPI related ideas @@ -857,7 +1255,7 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, return MA_NOACTIVATE; break; case WM_NCHITTEST: - // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. @@ -870,21 +1268,21 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, return DefWindowProc(hWnd, msg, wParam, lParam); } -static void ImGui_ImplWin32_InitPlatformInterface() +static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); - wcex.style = CS_HREDRAW | CS_VREDRAW; + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; - wcex.hInstance = ::GetModuleHandle(NULL); - wcex.hIcon = NULL; - wcex.hCursor = NULL; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); - wcex.lpszMenuName = NULL; + wcex.lpszMenuName = nullptr; wcex.lpszClassName = _T("ImGui Platform"); - wcex.hIconSm = NULL; + wcex.hIconSm = nullptr; ::RegisterClassEx(&wcex); ImGui_ImplWin32_UpdateMonitors(); @@ -906,23 +1304,24 @@ static void ImGui_ImplWin32_InitPlatformInterface() platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI -#if HAS_WIN32_IME - platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; -#endif // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); - data->Hwnd = g_hWnd; - data->HwndOwned = false; - main_viewport->PlatformUserData = data; - main_viewport->PlatformHandle = (void*)g_hWnd; + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->hWnd; } static void ImGui_ImplWin32_ShutdownPlatformInterface() { - ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); + ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); } //--------------------------------------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.h b/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.h index e9126cb92..cebe661ef 100644 --- a/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.h +++ b/Volt/Volt/vendor/imgui/backends/imgui_impl_win32.h @@ -1,31 +1,36 @@ -// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); -// Configuration -// - Disable gamepad support -//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - // Win32 message handler your application need to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + #if 0 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif @@ -39,3 +44,10 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imconfig.h b/Volt/Volt/vendor/imgui/imconfig.h index 3a094d2d5..3eeadba35 100644 --- a/Volt/Volt/vendor/imgui/imconfig.h +++ b/Volt/Volt/vendor/imgui/imconfig.h @@ -1,5 +1,5 @@ //----------------------------------------------------------------------------- -// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// DEAR IMGUI COMPILE-TIME OPTIONS // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- @@ -9,13 +9,12 @@ // You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp // files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. -// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once #include "../glm/glm/glm.hpp" - //---- Define assertion handler. Defaults to calling assert(). // If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) @@ -28,21 +27,21 @@ //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. -//---- Disable all of Dear ImGui or don't implement standard windows. -// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. -//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) //#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) -//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. @@ -52,30 +51,40 @@ //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. //#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. -//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) -// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. -// #define IMGUI_USE_STB_SPRINTF +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE +//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) +// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + //---- Use stb_truetype to build and rasterize the font atlas (default) // The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. //#define IMGUI_ENABLE_STB_TRUETYPE @@ -84,13 +93,15 @@ // This will be inlined as part of ImVec2 and ImVec4 class declarations. #define IM_VEC2_CLASS_EXTRA \ - ImVec2(const glm::vec2& f) { x = f.x; y = f.y; } \ - operator glm::vec2() const { return glm::vec2(x,y); } + ImVec2(const glm::vec2& f) { x = f.x; y = f.y; } \ + operator glm::vec2() const { return glm::vec2(x,y); } #define IM_VEC4_CLASS_EXTRA \ - ImVec4(const glm::vec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ - operator glm::vec4() const { return glm::vec4(x,y,z,w); } + ImVec4(const glm::vec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator glm::vec4() const { return glm::vec4(x, y, z, w); } +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). @@ -104,23 +115,18 @@ //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback -//---- Debug Tools: Macro to break in Debugger +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) // (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() -//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), -// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) -// This adds a small runtime cost which is why it is not enabled by default. -//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID -//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) /* namespace ImGui { - void MyFunction(const char* name, const MyMatrix44& v); + void MyFunction(const char* name, MyMatrix44* mtx); } */ diff --git a/Volt/Volt/vendor/imgui/imgui.cpp b/Volt/Volt/vendor/imgui/imgui.cpp index 9bc0b300c..76e980d63 100644 --- a/Volt/Volt/vendor/imgui/imgui.cpp +++ b/Volt/Volt/vendor/imgui/imgui.cpp @@ -1,30 +1,33 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (main code and documentation) // Help: -// - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -// Read imgui.cpp for details, links and comments. +// - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ http://dearimgui.org/faq -// - Homepage & latest https://github.com/ocornut/imgui +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Homepage https://github.com/ocornut/imgui // - 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/6897 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues +// - Tests & Automation https://github.com/ocornut/imgui_test_engine -// Getting Started? -// - For first-time users having issues compiling/linking/running or issues loading fonts: -// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Copyright (c) 2014-2023 Omar Cornut // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". -// Individuals: you can support continued development via donations. See docs/README or web page. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without @@ -39,17 +42,16 @@ Index of this file: DOCUMENTATION - MISSION STATEMENT -- END-USER GUIDE +- CONTROLS GUIDE - PROGRAMMER GUIDE - READ FIRST - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) @@ -65,15 +67,15 @@ CODE // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex // [SECTION] ImGuiListClipper // [SECTION] STYLING // [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT -// [SECTION] STACK LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS @@ -81,11 +83,13 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] LOCALIZATION // [SECTION] VIEWPORTS, PLATFORM WINDOWS // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) */ @@ -103,36 +107,84 @@ CODE - Easy to hack and improve. - Minimize setup and maintenance. - Minimize state storage on user side. + - Minimize state synchronization. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - Efficient runtime and memory consumption. - Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: - - Doesn't look fancy, doesn't animate. + - Doesn't look fancy. - Limited layout features, intricate layouts are typically crafted in code. - END-USER GUIDE + CONTROLS GUIDE ============== - - Double-click on title bar to collapse window. - - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). - - Click and drag on any empty space to move window. - - TAB/SHIFT+TAB to cycle through keyboard editable fields. - - CTRL+Click on a slider or drag box to input value as text. - - Use mouse wheel to scroll. - - Text editor: - - Hold SHIFT or use mouse to select text. - - CTRL+Left/Right to word jump. - - CTRL+Shift+Left/Right to select words. - - CTRL+A our Double-Click to select all. - - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - - CTRL+Z,CTRL+Y to undo/redo. - - ESCAPE to revert text to its original value. - - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) PROGRAMMER GUIDE @@ -141,9 +193,11 @@ CODE READ FIRST ---------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or - destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. @@ -151,18 +205,38 @@ CODE For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. - - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. - - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. - See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. - However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. @@ -171,11 +245,12 @@ CODE from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. - - Try to keep your copy of Dear ImGui reasonably up to date. + - Try to keep your copy of Dear ImGui reasonably up to date! GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. @@ -194,188 +269,152 @@ CODE EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). The sub-folders in examples/ contain examples applications following this structure. - // Application init: create a dear imgui context, setup some options, load fonts - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. - // TODO: Fill optional fields of the io structure later. - // TODO: Load TTF/OTF fonts if you don't want to use the default font. - - // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); - - // Application main loop - while (true) - { - // Feed inputs to dear imgui, start new frame - ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); - - // Any application code here - ImGui::Text("Hello, world!"); - - // Render dear imgui into screen - ImGui::Render(); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); - g_pSwapChain->Present(1, 0); - } - - // Shutdown - ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE - // Application init: create a dear imgui context, setup some options, load fonts - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. - // TODO: Fill optional fields of the io structure later. - // TODO: Load TTF/OTF fonts if you don't want to use the default font. - - // Build and load the texture atlas into a texture - // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) - int width, height; - unsigned char* pixels = NULL; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // At this point you've got the texture data and you need to upload that to your graphic system: - // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. - MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->SetTexID((void*)texture); - - // Application main loop - while (true) - { - // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. - // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) - io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) - io.DisplaySize.x = 1920.0f; // set the current display width - io.DisplaySize.y = 1280.0f; // set the current display height here - io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position - io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states - io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states - - // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) - ImGui::NewFrame(); - - // Most of your application code here - ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any Dear ImGui functions as well! - - // Render dear imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) - ImGui::EndFrame(); - ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - MyImGuiRenderFunction(draw_data); - SwapBuffers(); - } - - // Shutdown - ImGui::DestroyContext(); + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - Please read the FAQ and example applications for details about this! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - void void MyImGuiRenderFunction(ImDrawData* draw_data) - { - // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled - // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. - ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // We are using scissoring to clip some objects. All low-level graphics API should support it. - // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches - // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space: - // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size - // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. - // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. - // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); - - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); - - // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); - } - } - } - } - - - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - ------------------------------------------ - - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - - Keyboard: - - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), - the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. - Please reach out if you think the game vs navigation input sharing could be improved. - - Gamepad: - - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. - Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls. - - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead! - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, - with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - - Mouse: - - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. - Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. - When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. - When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) - (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want - to set a boolean to ignore your other external mouse positions until the external source is moved again.) + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } API BREAKING CHANGES @@ -387,88 +426,191 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. - you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - - likewise io.MousePos and GetMousePos() will use OS coordinates. - If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - + - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO. - - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() - - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() - - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() - - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.* - - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. - - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) - - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() - - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x - - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); - - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect - - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() - - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). - - if you are using official backends from the source tree: you have nothing to do. - - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. - - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft - - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight - - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. - flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. - breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": - - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) - - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) - - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) - - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. - this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. - the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. - legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): - - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). - - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). - - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. - - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. - - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): - - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). - - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg - - ImGuiInputTextCallback -> use ImGuiTextEditCallback - - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): - - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend - - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) - - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) - - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT - - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT - - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): - - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. - - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. @@ -476,15 +618,15 @@ CODE - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). - replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). - worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: - - if you omitted the 'power' parameter (likely!), you are not affected. - - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. - see https://github.com/ocornut/imgui/issues/3361 for all details. - kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. - for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. @@ -493,37 +635,37 @@ CODE - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): - - ShowTestWindow() -> use ShowDemoWindow() - - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) - - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): - - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed - - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) - - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() - - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) - - ImFont::Glyph -> use ImFontGlyph + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. - if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. - The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). - If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have - overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. - This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. - Please reach out if you are affected. + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. @@ -539,11 +681,11 @@ CODE - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. - If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. - NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. - Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). @@ -552,17 +694,17 @@ CODE - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. - when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. - in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. - To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. - If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", - consistent with other functions. Kept redirection functions (will obsolete). + consistent with other functions. Kept redirection functions (will obsolete). - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. @@ -571,11 +713,11 @@ CODE - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/07 (1.60) - reorganized context handling to be more explicit, - - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. - - removed Shutdown() function, as DestroyContext() serve this purpose. - - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. - - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. - - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). @@ -587,12 +729,12 @@ CODE - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). - - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. - Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. @@ -600,18 +742,18 @@ CODE - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. - removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. - IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) - IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) - IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! - - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. @@ -620,8 +762,8 @@ CODE - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. @@ -630,10 +772,10 @@ CODE - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. - This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: - ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } - If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). @@ -646,25 +788,25 @@ CODE - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. - GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. - GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. - you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. - this necessary change will break your rendering function! the fix should be very easy. sorry for that :( - - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - - the signature of the io.RenderDrawListsFn handler has changed! - old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) - new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). - parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' - ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. - ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. - - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. - - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! - - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. @@ -692,9 +834,9 @@ CODE - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); - you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets @@ -715,7 +857,7 @@ CODE ================================ Read all answers online: - https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) Read all answers locally (with a text editor or ideally a Markdown viewer): docs/FAQ.md Some answers are copied down here to facilitate searching in code. @@ -725,38 +867,39 @@ CODE Q: Where is the documentation? A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - - Run the examples/ and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. - - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the - examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - - Your programming IDE is your friend, find the type or function declaration to find comments - associated with it. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. Q: What is this library called? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) - >> See https://www.dearimgui.org/faq for details. + >> See https://www.dearimgui.com/faq for details. Q&A: Integration ================ Q: How to get started? - A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. - Q. How can I enable keyboard controls? - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Usage ---------- @@ -766,11 +909,11 @@ CODE - How can I have widgets with an empty label? - How can I have multiple widgets with the same label? - How can I have multiple windows with the same label? - Q: How can I display an image? What is ImTextureID, how does it works? - Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I display custom shapes? (using low-level ImDrawList API) - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Fonts, Text ================ @@ -780,7 +923,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md Q&A: Concerns ============= @@ -789,22 +932,22 @@ CODE Q: Can you create elaborate/serious tools with Dear ImGui? Q: Can you reskin the look of Dear ImGui? Q: Why using C++ (as opposed to C)? - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Community ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! - We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt - and see how you want to help and can help! - - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + Also see https://github.com/ocornut/imgui/wiki/Sponsors + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ @@ -816,22 +959,17 @@ CODE #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#include // toupper #include // vsnprintf, sscanf, printf -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif // [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled #if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) @@ -872,7 +1010,7 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif -#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif @@ -895,7 +1033,7 @@ CODE #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) -// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size @@ -910,20 +1048,21 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. -static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in -static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) -static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale // Docking -static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. -static const float DOCKING_SPLITTER_SIZE = 2.0f; +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -931,101 +1070,82 @@ static const float DOCKING_SPLITTER_SIZE = 2.0f; static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); -static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); // Settings static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); -static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data); -static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx); +static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text); static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { - // Navigation - static void NavUpdate(); - static void NavUpdateWindowing(); - static void NavUpdateWindowingOverlay(); - static void NavUpdateCancelRequest(); - static void NavUpdateCreateMoveRequest(); - static void NavUpdateCreateTabbingRequest(); - static float NavUpdatePageUpPageDown(); - static inline void NavUpdateAnyRequestFlag(); - static void NavUpdateCreateWrappingRequest(); - static void NavEndFrame(); - static bool NavScoreItem(ImGuiNavItemData* result); - static void NavApplyItemToResult(ImGuiNavItemData* result); - static void NavProcessItem(); - static void NavProcessItemForTabbingRequest(ImGuiID id); - static ImVec2 NavCalcPreferredRefPos(); - static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); - static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); - static void NavRestoreLayer(ImGuiNavLayer layer); - static void NavRestoreHighlightAfterMove(); - static int FindWindowFocusIndex(ImGuiWindow* window); - - // Stack Layout - static ImGuiLayout* FindLayout(ImGuiID id, ImGuiLayoutType type); - static ImGuiLayout* CreateNewLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size); - static void BeginLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size, float align); - static void EndLayout(ImGuiLayoutType type); - static void PushLayout(ImGuiLayout* layout); - static void PopLayout(ImGuiLayout* layout); - static void BalanceLayoutSprings(ImGuiLayout& layout); - static ImVec2 BalanceLayoutItemAlignment(ImGuiLayout& layout, ImGuiLayoutItem& item); - static void BalanceLayoutItemsAlignment(ImGuiLayout& layout); - static void BalanceChildLayouts(ImGuiLayout& layout); - static ImVec2 CalculateLayoutSize(ImGuiLayout& layout, bool collapse_springs); - static ImGuiLayoutItem* GenerateLayoutItem(ImGuiLayout& layout, ImGuiLayoutItemType type); - static float CalculateLayoutItemAlignmentOffset(ImGuiLayout& layout, ImGuiLayoutItem& item); - static void TranslateLayoutItem(ImGuiLayoutItem& item, const ImVec2& offset); - static void BeginLayoutItem(ImGuiLayout& layout); - static void EndLayoutItem(ImGuiLayout& layout); - static void AddLayoutSpring(ImGuiLayout& layout, float weight, float spacing); - static void SignedIndent(float indent); - - // Error Checking and Debug Tools - static void ErrorCheckNewFrameSanityChecks(); - static void ErrorCheckEndFrameSanityChecks(); - static void UpdateDebugToolItemPicker(); - static void UpdateDebugToolStackQueries(); - - // Misc - static void UpdateSettings(); - static void UpdateKeyboardInputs(); - static void UpdateMouseInputs(); - static void UpdateMouseWheel(); - static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); - static void RenderWindowOuterBorders(ImGuiWindow* window); - static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); - static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); - static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); - static void RenderDimmedBackgrounds(); - static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); - - // Viewports - const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. - static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); - static void DestroyViewport(ImGuiViewportP* viewport); - static void UpdateViewportsNewFrame(); - static void UpdateViewportsEndFrame(); - static void WindowSelectViewport(ImGuiWindow* window); - static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); - static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); - static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); - static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); - static int FindPlatformMonitorForPos(const ImVec2& pos); - static int FindPlatformMonitorForRect(const ImRect& r); - static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } @@ -1054,22 +1174,22 @@ namespace ImGui // - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. // - DLL users: read comments above. #ifndef GImGui -ImGuiContext* GImGui = NULL; +ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. // - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. // - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS -static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } -static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } #else -static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } -static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -1077,153 +1197,172 @@ static void* GImAllocatorUserData = NULL; ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. - DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. - WindowPadding = ImVec2(8, 8); // Padding within a window - WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. - WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. - WindowMinSize = ImVec2(32, 32); // Minimum window size - WindowTitleAlign = ImVec2(0.0f, 0.5f);// Alignment for title bar text - WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. - ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows - ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. - PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows - PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. - FramePadding = ImVec2(4, 3); // Padding within a framed rectangle (used by most widgets) - FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). - FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. - ItemSpacing = ImVec2(8, 4); // Horizontal and vertical spacing between widgets/lines - ItemInnerSpacing = ImVec2(4, 4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) - CellPadding = ImVec2(4, 2); // Padding within a table cell - TouchExtraPadding = ImVec2(0, 0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! - IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar - ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar - GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. - LayoutAlign = 0.5f; // Element alignment inside horizontal and vertical layouts (0.0f - left/top, 1.0f - right/bottom, 0.5f - center). - LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. - TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. - TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. - ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. - ButtonTextAlign = ImVec2(0.5f, 0.5f);// Alignment of button text when button is larger than text. - SelectableTextAlign = ImVec2(0.0f, 0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - DisplayWindowPadding = ImVec2(19, 19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. - DisplaySafeAreaPadding = ImVec2(3, 3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. - MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. - AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). - CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. - - // Default theme - ImGui::StyleColorsDark(this); + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); } // To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { - WindowPadding = ImFloor(WindowPadding * scale_factor); - WindowRounding = ImFloor(WindowRounding * scale_factor); - WindowMinSize = ImFloor(WindowMinSize * scale_factor); - ChildRounding = ImFloor(ChildRounding * scale_factor); - PopupRounding = ImFloor(PopupRounding * scale_factor); - FramePadding = ImFloor(FramePadding * scale_factor); - FrameRounding = ImFloor(FrameRounding * scale_factor); - ItemSpacing = ImFloor(ItemSpacing * scale_factor); - ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); - CellPadding = ImFloor(CellPadding * scale_factor); - TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); - IndentSpacing = ImFloor(IndentSpacing * scale_factor); - ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); - ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); - ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); - GrabMinSize = ImFloor(GrabMinSize * scale_factor); - GrabRounding = ImFloor(GrabRounding * scale_factor); - LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; - DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); - DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); - MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() { - // Most fields are initialized with zero - memset(this, 0, sizeof(*this)); - IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); - - // Settings - ConfigFlags = ImGuiConfigFlags_None; - BackendFlags = ImGuiBackendFlags_None; - DisplaySize = ImVec2(-1.0f, -1.0f); - DeltaTime = 1.0f / 60.0f; - IniSavingRate = 5.0f; - IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). - LogFilename = "imgui_log.txt"; - MouseDoubleClickTime = 0.30f; - MouseDoubleClickMaxDist = 6.0f; + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int i = 0; i < ImGuiKey_COUNT; i++) - KeyMap[i] = -1; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; #endif - KeyRepeatDelay = 0.275f; - KeyRepeatRate = 0.050f; - UserData = NULL; - - Fonts = NULL; - FontGlobalScale = 1.0f; - FontDefault = NULL; - FontAllowUserScaling = false; - DisplayFramebufferScale = ImVec2(1.0f, 1.0f); - - // Docking options (when ImGuiConfigFlags_DockingEnable is set) - ConfigDockingNoSplit = false; - ConfigDockingWithShift = false; - ConfigDockingAlwaysTabBar = false; - ConfigDockingTransparentPayload = false; - - // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - ConfigViewportsNoAutoMerge = false; - ConfigViewportsNoTaskBarIcon = false; - ConfigViewportsNoDecoration = true; - ConfigViewportsNoDefaultParent = false; - - // Miscellaneous options - MouseDrawCursor = false; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; #ifdef __APPLE__ - ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag #else - ConfigMacOSXBehaviors = false; + ConfigMacOSXBehaviors = false; #endif - ConfigInputTrickleEventQueue = true; - ConfigInputTextCursorBlink = true; - ConfigWindowsResizeFromEdges = true; - ConfigWindowsMoveFromTitleBarOnly = false; - ConfigMemoryCompactTimer = 60.0f; - - // Platform Functions - BackendPlatformName = BackendRendererName = NULL; - BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations - SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - ClipboardUserData = NULL; - SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; - - // Input (NB: we already have memset zero the entire structure!) - MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); - MouseDragThreshold = 6.0f; - for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } - for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; - BackendUsingLegacyKeyArrays = (ImS8)-1; - BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + PlatformLocaleDecimalPoint = '.'; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. @@ -1232,136 +1371,177 @@ ImGuiIO::ImGuiIO() // FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - if (c == 0) - return; + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_Char; - e.Source = ImGuiInputSource_Keyboard; - e.Text.Char = c; - g.InputEventsQueue.push_back(e); + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so // we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - if (c == 0 && InputQueueSurrogate == 0) - return; - - if ((c & 0xFC00) == 0xD800) // High surrogate, must save - { - if (InputQueueSurrogate != 0) - AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); - InputQueueSurrogate = c; - return; - } - - ImWchar cp = c; - if (InputQueueSurrogate != 0) - { - if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate - { - AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); - } - else - { + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF - cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar #else - cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); #endif - } + } - InputQueueSurrogate = 0; - } - AddInputCharacter((unsigned)cp); + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { - while (*utf8_chars != 0) - { - unsigned int c = 0; - utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c != 0) - AddInputCharacter(c); - } + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } } -void ImGuiIO::ClearInputCharacters() +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() { - InputQueueCharacters.resize(0); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); } +// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. void ImGuiIO::ClearInputKeys() { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - memset(KeysDown, 0, sizeof(KeysDown)); + memset(KeysDown, 0, sizeof(KeysDown)); #endif - for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) - { - KeysData[n].Down = false; - KeysData[n].DownDuration = -1.0f; - KeysData[n].DownDurationPrev = -1.0f; - } - KeyCtrl = KeyShift = KeyAlt = KeySuper = false; - KeyMods = KeyModsPrev = ImGuiKeyModFlags_None; - for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++) - NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; } // Queue a new key down/up event. // - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) // - bool down: Is the key down? use false to signify a key release. // - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) { - //if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } - if (key == ImGuiKey_None) - return; - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) - // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - if (BackendUsingLegacyKeyArrays == -1) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - BackendUsingLegacyKeyArrays = 0; + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; #endif - if (ImGui::IsGamepadKey(key)) - BackendUsingLegacyNavInputArray = false; - - // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) - ImGuiKeyData* key_data = ImGui::GetKeyData(key); - if (key_data->Down == down && key_data->AnalogValue == analog_value) - { - bool found = false; - for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) - if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) - found = true; - if (!found) - return; - } - - // Add event - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_Key; - e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; - e.Key.Key = key; - e.Key.Down = down; - e.Key.AnalogValue = analog_value; - g.InputEventsQueue.push_back(e); + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); } void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) { - AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); } // [Optional] Call after AddKeyEvent(). @@ -1369,90 +1549,149 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) // If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) { - if (key == ImGuiKey_None) - return; - IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 - IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511 - IM_UNUSED(native_keycode); // Yet unused - IM_UNUSED(native_scancode); // Yet unused + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused - // Build native->imgui map so old user code can still call key functions with native 0..511 values. + // Build native->imgui map so old user code can still call key functions with native 0..511 values. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; - if (ImGui::IsLegacyKey(legacy_key)) - KeyMap[legacy_key] = key; + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; #else - IM_UNUSED(key); - IM_UNUSED(native_legacy_index); + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); #endif } +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + // Queue a mouse move event void ImGuiIO::AddMousePosEvent(float x, float y) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_MousePos; - e.Source = ImGuiInputSource_Mouse; - e.MousePos.PosX = x; - e.MousePos.PosY = y; - g.InputEventsQueue.push_back(e); + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); } void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_MouseButton; - e.Source = ImGuiInputSource_Mouse; - e.MouseButton.Button = mouse_button; - e.MouseButton.Down = down; - g.InputEventsQueue.push_back(e); + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); } -// Queue a mouse wheel event (most mouse/API will only have a Y component) -void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - if (wheel_x == 0.0f && wheel_y == 0.0f) - return; - - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_MouseWheel; - e.Source = ImGuiInputSource_Mouse; - e.MouseWheel.WheelX = wheel_x; - e.MouseWheel.WheelY = wheel_y; - g.InputEventsQueue.push_back(e); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; } void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_MouseViewport; - e.Source = ImGuiInputSource_Mouse; - e.MouseViewport.HoveredViewportID = viewport_id; - g.InputEventsQueue.push_back(e); + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); } void ImGuiIO::AddFocusEvent(bool focused) { - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_Focus; - e.AppFocused.Focused = focused; - g.InputEventsQueue.push_back(e); + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); } //----------------------------------------------------------------------------- @@ -1461,118 +1700,118 @@ void ImGuiIO::AddFocusEvent(bool focused) ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { - IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() - ImVec2 p_last = p1; - ImVec2 p_closest; - float p_closest_dist2 = FLT_MAX; - float t_step = 1.0f / (float)num_segments; - for (int i_step = 1; i_step <= num_segments; i_step++) - { - ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); - ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); - float dist2 = ImLengthSqr(p - p_line); - if (dist2 < p_closest_dist2) - { - p_closest = p_line; - p_closest_dist2 = dist2; - } - p_last = p_current; - } - return p_closest; + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { - float dx = x4 - x1; - float dy = y4 - y1; - float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); - float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); - d2 = (d2 >= 0) ? d2 : -d2; - d3 = (d3 >= 0) ? d3 : -d3; - if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) - { - ImVec2 p_current(x4, y4); - ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); - float dist2 = ImLengthSqr(p - p_line); - if (dist2 < p_closest_dist2) - { - p_closest = p_line; - p_closest_dist2 = dist2; - } - p_last = p_current; - } - else if (level < 10) - { - float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; - float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; - float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; - float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; - float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; - float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); - } + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } } // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { - IM_ASSERT(tess_tol > 0.0f); - ImVec2 p_last = p1; - ImVec2 p_closest; - float p_closest_dist2 = FLT_MAX; - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); - return p_closest; + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; } ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { - ImVec2 ap = p - a; - ImVec2 ab_dir = b - a; - float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; - if (dot < 0.0f) - return a; - float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; - if (dot > ab_len_sqr) - return b; - return a + ab_dir * dot / ab_len_sqr; + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; } bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) { - bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; - bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; - bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; - return ((b1 == b2) && (b2 == b3)); + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); } void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) { - ImVec2 v0 = b - a; - ImVec2 v1 = c - a; - ImVec2 v2 = p - a; - const float denom = v0.x * v1.y - v1.x * v0.y; - out_v = (v2.x * v1.y - v1.x * v2.y) / denom; - out_w = (v0.x * v2.y - v2.x * v0.y) / denom; - out_u = 1.0f - out_v - out_w; + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; } ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) { - ImVec2 proj_ab = ImLineClosestPoint(a, b, p); - ImVec2 proj_bc = ImLineClosestPoint(b, c, p); - ImVec2 proj_ca = ImLineClosestPoint(c, a, p); - float dist2_ab = ImLengthSqr(p - proj_ab); - float dist2_bc = ImLengthSqr(p - proj_bc); - float dist2_ca = ImLengthSqr(p - proj_ca); - float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); - if (m == dist2_ab) - return proj_ab; - if (m == dist2_bc) - return proj_bc; - return proj_ca; + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; } //----------------------------------------------------------------------------- @@ -1582,119 +1821,119 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { - int d; - while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } - return d; + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { - int d = 0; - while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } - return d; + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; } void ImStrncpy(char* dst, const char* src, size_t count) { - if (count < 1) - return; - if (count > 1) - strncpy(dst, src, count - 1); - dst[count - 1] = 0; + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; } char* ImStrdup(const char* str) { - size_t len = strlen(str); - void* buf = IM_ALLOC(len + 1); - return (char*)memcpy(buf, (const void*)str, len + 1); + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); } char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { - size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; - size_t src_size = strlen(src) + 1; - if (dst_buf_size < src_size) - { - IM_FREE(dst); - dst = (char*)IM_ALLOC(src_size); - if (p_dst_size) - *p_dst_size = src_size; - } - return (char*)memcpy(dst, (const void*)src, src_size); + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); } const char* ImStrchrRange(const char* str, const char* str_end, char c) { - const char* p = (const char*)memchr(str, (int)c, str_end - str); - return p; + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; } int ImStrlenW(const ImWchar* str) { - //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit - int n = 0; - while (*str++) n++; - return n; + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; } // Find end-of-line. Return pointer will point to either first \n, either str_end. const char* ImStreolRange(const char* str, const char* str_end) { - const char* p = (const char*)memchr(str, '\n', str_end - str); - return p ? p : str_end; + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; } const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line { - while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') - buf_mid_line--; - return buf_mid_line; + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; } const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) { - if (!needle_end) - needle_end = needle + strlen(needle); - - const char un0 = (char)toupper(*needle); - while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) - { - if (toupper(*haystack) == un0) - { - const char* b = needle + 1; - for (const char* a = haystack + 1; b < needle_end; a++, b++) - if (toupper(*a) != toupper(*b)) - break; - if (b == needle_end) - return haystack; - } - haystack++; - } - return NULL; + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; } // Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. void ImStrTrimBlanks(char* buf) { - char* p = buf; - while (p[0] == ' ' || p[0] == '\t') // Leading blanks - p++; - char* p_start = p; - while (*p != 0) // Find end of string - p++; - while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks - p--; - if (p_start != buf) // Copy memory if we had leading blanks - memmove(buf, p_start, p - p_start); - buf[p - p_start] = 0; // Zero terminate + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate } const char* ImStrSkipBlank(const char* str) { - while (str[0] == ' ' || str[0] == '\t') - str++; - return str; + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; } // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). @@ -1707,9 +1946,15 @@ const char* ImStrSkipBlank(const char* str) // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION #define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else #include "stb_sprintf.h" #endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf @@ -1717,72 +1962,111 @@ const char* ImStrSkipBlank(const char* str) int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { - va_list args; - va_start(args, fmt); + va_list args; + va_start(args, fmt); #ifdef IMGUI_USE_STB_SPRINTF - int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); #else - int w = vsnprintf(buf, buf_size, fmt, args); + int w = vsnprintf(buf, buf_size, fmt, args); #endif - va_end(args); - if (buf == NULL) - return w; - if (w == -1 || w >= (int)buf_size) - w = (int)buf_size - 1; - buf[w] = 0; - return w; + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; } int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) { #ifdef IMGUI_USE_STB_SPRINTF - int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); #else - int w = vsnprintf(buf, buf_size, fmt, args); + int w = vsnprintf(buf, buf_size, fmt, args); #endif - if (buf == NULL) - return w; - if (w == -1 || w >= (int)buf_size) - w = (int)buf_size - 1; - buf[w] = 0; - return w; + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; } #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. static const ImU32 GCrc32LookupTable[256] = { - 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, - 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, - 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, - 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, - 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, - 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, - 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, - 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, - 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, - 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, - 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, - 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, - 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, - 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, - 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, - 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, }; // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { - ImU32 crc = ~seed; - const unsigned char* data = (const unsigned char*)data_p; - const ImU32* crc32_lut = GCrc32LookupTable; - while (data_size-- != 0) - crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; - return ~crc; + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; } // Zero-terminated string hash, with support for ### to reset back to seed value @@ -1791,32 +2075,32 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) -{ - seed = ~seed; - ImU32 crc = seed; - const unsigned char* data = (const unsigned char*)data_p; - const ImU32* crc32_lut = GCrc32LookupTable; - if (data_size != 0) - { - while (data_size-- != 0) - { - unsigned char c = *data++; - if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') - crc = seed; - crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; - } - } - else - { - while (unsigned char c = *data++) - { - if (c == '#' && data[0] == '#' && data[1] == '#') - crc = seed; - crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; - } - } - return ~crc; +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; } //----------------------------------------------------------------------------- @@ -1829,249 +2113,261 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. - // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! - const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); - const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); - ImVector buf; - buf.resize(filename_wsize + mode_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + ImGuiContext& g = *GImGui; + g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t)); + wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #else - return fopen(filename, mode); + return fopen(filename, mode); #endif } // We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. -bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } -ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } -ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } -ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } #endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() // This can't really be used with "rt" because fseek size won't match read size. -void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) -{ - IM_ASSERT(filename && mode); - if (out_file_size) - *out_file_size = 0; - - ImFileHandle f; - if ((f = ImFileOpen(filename, mode)) == NULL) - return NULL; - - size_t file_size = (size_t)ImFileGetSize(f); - if (file_size == (size_t)-1) - { - ImFileClose(f); - return NULL; - } - - void* file_data = IM_ALLOC(file_size + padding_bytes); - if (file_data == NULL) - { - ImFileClose(f); - return NULL; - } - if (ImFileRead(file_data, 1, file_size, f) != file_size) - { - ImFileClose(f); - IM_FREE(file_data); - return NULL; - } - if (padding_bytes > 0) - memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); - - ImFileClose(f); - if (out_file_size) - *out_file_size = file_size; - - return file_data; +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF + // Convert UTF-8 to 32-bit character, process single character input. // A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) { - static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; - static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; - static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; - static const int shiftc[] = { 0, 18, 12, 6, 0 }; - static const int shifte[] = { 0, 6, 4, 2, 0 }; - int len = lengths[*(const unsigned char*)in_text >> 3]; - int wanted = len + !len; - - if (in_text_end == NULL) - in_text_end = in_text + wanted; // Max length, nulls will be taken into account. - - // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, - // so it is fast even with excessive branching. - unsigned char s[4]; - s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; - s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; - s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; - s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; - - // Assume a four-byte character and load four bytes. Unused bits are shifted out. - *out_char = (uint32_t)(s[0] & masks[len]) << 18; - *out_char |= (uint32_t)(s[1] & 0x3f) << 12; - *out_char |= (uint32_t)(s[2] & 0x3f) << 6; - *out_char |= (uint32_t)(s[3] & 0x3f) << 0; - *out_char >>= shiftc[len]; - - // Accumulate the various error conditions. - int e = 0; - e = (*out_char < mins[len]) << 6; // non-canonical encoding - e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? - e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? - e |= (s[1] & 0xc0) >> 2; - e |= (s[2] & 0xc0) >> 4; - e |= (s[3]) >> 6; - e ^= 0x2a; // top two bits of each tail byte correct? - e >>= shifte[len]; - - if (e) - { - // No bytes are consumed when *in_text == 0 || in_text == in_text_end. - // One byte is consumed in case of invalid first byte of in_text. - // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. - // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. - wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); - *out_char = IM_UNICODE_CODEPOINT_INVALID; - } - - return wanted; + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; } int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) { - ImWchar* buf_out = buf; - ImWchar* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) - { - unsigned int c; - in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); - if (c == 0) - break; - *buf_out++ = (ImWchar)c; - } - *buf_out = 0; - if (in_text_remaining) - *in_text_remaining = in_text; - return (int)(buf_out - buf); + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); } int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) { - int char_count = 0; - while ((!in_text_end || in_text < in_text_end) && *in_text) - { - unsigned int c; - in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); - if (c == 0) - break; - char_count++; - } - return char_count; + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; } // Based on stb_to_utf8() from github.com/nothings/stb/ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { - if (c < 0x80) - { - buf[0] = (char)c; - return 1; - } - if (c < 0x800) - { - if (buf_size < 2) return 0; - buf[0] = (char)(0xc0 + (c >> 6)); - buf[1] = (char)(0x80 + (c & 0x3f)); - return 2; - } - if (c < 0x10000) - { - if (buf_size < 3) return 0; - buf[0] = (char)(0xe0 + (c >> 12)); - buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); - buf[2] = (char)(0x80 + ((c) & 0x3f)); - return 3; - } - if (c <= 0x10FFFF) - { - if (buf_size < 4) return 0; - buf[0] = (char)(0xf0 + (c >> 18)); - buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); - buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); - buf[3] = (char)(0x80 + ((c) & 0x3f)); - return 4; - } - // Invalid code point, the max unicode is 0x10FFFF - return 0; + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; } const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) { - int count = ImTextCharToUtf8_inline(out_buf, 5, c); - out_buf[count] = 0; - return out_buf; + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; } // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { - unsigned int unused = 0; - return ImTextCharFromUtf8(&unused, in_text, in_text_end); + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) { - if (c < 0x80) return 1; - if (c < 0x800) return 2; - if (c < 0x10000) return 3; - if (c <= 0x10FFFF) return 4; - return 3; + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; } int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_p = out_buf; - const char* buf_end = out_buf + out_buf_size; - while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) - { - unsigned int c = (unsigned int)(*in_text++); - if (c < 0x80) - *buf_p++ = (char)c; - else - buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); - } - *buf_p = 0; - return (int)(buf_p - out_buf); + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) { - int bytes_count = 0; - while ((!in_text_end || in_text < in_text_end) && *in_text) - { - unsigned int c = (unsigned int)(*in_text++); - if (c < 0x80) - bytes_count++; - else - bytes_count += ImTextCountUtf8BytesFromChar(c); - } - return bytes_count; + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. @@ -2079,82 +2375,82 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) { - float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; - int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); - return IM_COL32(r, g, b, 0xFF); + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); } ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { - float s = 1.0f / 255.0f; - return ImVec4( - ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, - ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, - ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, - ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); } ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) { - ImU32 out; - out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; - out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; - out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; - out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; - return out; + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; } // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 // Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) { - float K = 0.f; - if (g < b) - { - ImSwap(g, b); - K = -1.f; - } - if (r < g) - { - ImSwap(r, g); - K = -2.f / 6.f - K; - } + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } - const float chroma = r - (g < b ? g : b); - out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); - out_s = chroma / (r + 1e-20f); - out_v = r; + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; } // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 // also http://en.wikipedia.org/wiki/HSL_and_HSV void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) { - if (s == 0.0f) - { - // gray - out_r = out_g = out_b = v; - return; - } - - h = ImFmod(h, 1.0f) / (60.0f / 360.0f); - int i = (int)h; - float f = h - (float)i; - float p = v * (1.0f - s); - float q = v * (1.0f - s * f); - float t = v * (1.0f - s * (1.0f - f)); - - switch (i) - { - case 0: out_r = v; out_g = t; out_b = p; break; - case 1: out_r = q; out_g = v; out_b = p; break; - case 2: out_r = p; out_g = v; out_b = t; break; - case 3: out_r = p; out_g = q; out_b = v; break; - case 4: out_r = t; out_g = p; out_b = v; break; - case 5: default: out_r = v; out_g = p; out_b = q; break; - } + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } } //----------------------------------------------------------------------------- @@ -2165,144 +2461,138 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& // std::lower_bound but without the bullshit static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImGuiStorage::ImGuiStoragePair* first = data.Data; - ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; - size_t count = (size_t)(last - first); - while (count > 0) - { - size_t count2 = count >> 1; - ImGuiStorage::ImGuiStoragePair* mid = first + count2; - if (mid->key < key) - { - first = ++mid; - count -= count2 + 1; - } - else - { - count = count2; - } - } - return first; + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; } // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. void ImGuiStorage::BuildSortByKey() { - struct StaticFunc - { - static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) - { - // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; - if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; - return 0; - } - }; - ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); + struct StaticFunc + { + static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) - return default_val; - return it->val_i; + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; } bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const { - return GetInt(key, default_val ? 1 : 0) != 0; + return GetInt(key, default_val ? 1 : 0) != 0; } float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) - return default_val; - return it->val_f; + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; } void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) - return NULL; - return it->val_p; + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; } // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - it = Data.insert(it, ImGuiStoragePair(key, default_val)); - return &it->val_i; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; } bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) { - return (bool*)GetIntRef(key, default_val ? 1 : 0); + return (bool*)GetIntRef(key, default_val ? 1 : 0); } float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - it = Data.insert(it, ImGuiStoragePair(key, default_val)); - return &it->val_f; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - it = Data.insert(it, ImGuiStoragePair(key, default_val)); - return &it->val_p; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { - Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_i = val; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; } void ImGuiStorage::SetBool(ImGuiID key, bool val) { - SetInt(key, val ? 1 : 0); + SetInt(key, val ? 1 : 0); } void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { - Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_f = val; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; } void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { - Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_p = val; + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; } void ImGuiStorage::SetAllInt(int v) { - for (int i = 0; i < Data.Size; i++) - Data[i].val_i = v; + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; } //----------------------------------------------------------------------------- @@ -2310,105 +2600,100 @@ void ImGuiStorage::SetAllInt(int v) //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { - if (default_filter) - { - ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); - Build(); - } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } } bool ImGuiTextFilter::Draw(const char* label, float width) { - if (width != 0.0f) - ImGui::SetNextItemWidth(width); - bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); - if (value_changed) - Build(); - return value_changed; + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; } void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { - out->resize(0); - const char* wb = b; - const char* we = wb; - while (we < e) - { - if (*we == separator) - { - out->push_back(ImGuiTextRange(wb, we)); - wb = we + 1; - } - we++; - } - if (wb != we) - out->push_back(ImGuiTextRange(wb, we)); + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { - Filters.resize(0); - ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); - input_range.split(',', &Filters); - - CountGrep = 0; - for (int i = 0; i != Filters.Size; i++) - { - ImGuiTextRange& f = Filters[i]; - while (f.b < f.e && ImCharIsBlankA(f.b[0])) - f.b++; - while (f.e > f.b && ImCharIsBlankA(f.e[-1])) - f.e--; - if (f.empty()) - continue; - if (Filters[i].b[0] != '-') - CountGrep += 1; - } + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } } bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const { - if (Filters.empty()) - return true; - - if (text == NULL) - text = ""; - - for (int i = 0; i != Filters.Size; i++) - { - const ImGuiTextRange& f = Filters[i]; - if (f.empty()) - continue; - if (f.b[0] == '-') - { - // Subtract - if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) - return false; - } - else - { - // Grep - if (ImStristr(text, text_end, f.b, f.e) != NULL) - return true; - } - } - - // Implicit * grep - if (CountGrep == 0) - return true; - - return false; + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; } //----------------------------------------------------------------------------- -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex //----------------------------------------------------------------------------- // On some platform vsnprintf() takes va_list by reference and modifies it. @@ -2425,370 +2710,357 @@ char ImGuiTextBuffer::EmptyString[1] = { 0 }; void ImGuiTextBuffer::append(const char* str, const char* str_end) { - int len = str_end ? (int)(str_end - str) : (int)strlen(str); + int len = str_end ? (int)(str_end - str) : (int)strlen(str); - // Add zero-terminator the first time - const int write_off = (Buf.Size != 0) ? Buf.Size : 1; - const int needed_sz = write_off + len; - if (write_off + len >= Buf.Capacity) - { - int new_capacity = Buf.Capacity * 2; - Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); - } + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } - Buf.resize(needed_sz); - memcpy(&Buf[write_off - 1], str, (size_t)len); - Buf[write_off - 1 + len] = 0; + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; } void ImGuiTextBuffer::appendf(const char* fmt, ...) { - va_list args; - va_start(args, fmt); - appendfv(fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); } // Helper: Text buffer for logging/accumulating text void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) { - va_list args_copy; - va_copy(args_copy, args); + va_list args_copy; + va_copy(args_copy, args); - int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. - if (len <= 0) - { - va_end(args_copy); - return; - } + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } - // Add zero-terminator the first time - const int write_off = (Buf.Size != 0) ? Buf.Size : 1; - const int needed_sz = write_off + len; - if (write_off + len >= Buf.Capacity) - { - int new_capacity = Buf.Capacity * 2; - Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); - } + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} - Buf.resize(needed_sz); - ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); - va_end(args_copy); +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); } //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed -// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- // FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. // The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. static bool GetSkipItemForListClipping() { - ImGuiContext& g = *GImGui; - return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); -} - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Legacy helper to calculate coarse clipping of large list of evenly sized items. -// This legacy API is not ideal because it assume we will return a single contiguous rectangle. -// Prefer using ImGuiListClipper which can returns non-contiguous ranges. -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (GetSkipItemForListClipping()) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect - // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. - ImRect rect = window->ClipRect; - if (g.NavMoveScoringItems) - rect.Add(g.NavScoringNoClipRect); - if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((rect.Min.y - pos.y) / items_height); - int end = (int)((rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - // FIXME: Verify this works with tabbing - const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -#endif static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) { - if (ranges.Size - offset <= 1) - return; - - // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) - for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) - for (int i = offset; i < sort_end + offset; ++i) - if (ranges[i].Min > ranges[i + 1].Min) - ImSwap(ranges[i], ranges[i + 1]); - - // Now fuse ranges together as much as possible. - for (int i = 1 + offset; i < ranges.Size; i++) - { - IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); - if (ranges[i - 1].Max < ranges[i].Min) - continue; - ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); - ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); - ranges.erase(ranges.Data + i); - i--; - } + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } } static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { - // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. - // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. - // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float off_y = pos_y - window->DC.CursorPos.y; - window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. - window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (ImGuiOldColumns* columns = window->DC.CurrentColumns) - columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly - if (ImGuiTable* table = g.CurrentTable) - { - if (table->IsInsideRow) - ImGui::TableEndRow(table); - table->RowPosY2 = window->DC.CursorPos.y; - const int row_increase = (int)((off_y / line_height) + 0.5f); - //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() - table->RowBgColorCounter += row_increase; - } + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } } static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) { - // StartPosY starts from ItemsFrozen hence the subtraction - // Perform the add and multiply with double to allow seeking through larger ranges - ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; - float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); - ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); } ImGuiListClipper::ImGuiListClipper() { - memset(this, 0, sizeof(*this)); - ItemsCount = -1; + memset(this, 0, sizeof(*this)); } ImGuiListClipper::~ImGuiListClipper() { - End(); + End(); } -// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 -// Use case B: Begin() called from constructor with items_height>0 -// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); - if (ImGuiTable* table = g.CurrentTable) - if (table->IsInsideRow) - ImGui::TableEndRow(table); + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); - StartPosY = window->DC.CursorPos.y; - ItemsHeight = items_height; - ItemsCount = items_count; - DisplayStart = -1; - DisplayEnd = 0; + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); - // Acquire temporary buffer - if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) - g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); - ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; - data->Reset(this); - data->LossynessOffset = window->DC.CursorStartPosLossyness.y; - TempData = data; -} + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; -void ImGuiListClipper::End() -{ - // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. - ImGuiContext& g = *GImGui; - if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - ItemsCount = -1; - - // Restore temporary buffer and fix back pointers which may be invalidated when nesting - if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) - { - IM_ASSERT(data->ListClipper == this); - data->StepNo = data->Ranges.Size; - if (--g.ClipperTempDataStacked > 0) - { - data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; - data->ListClipper->TempData = data; - } - TempData = NULL; - } + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; } -void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +void ImGuiListClipper::End() { - ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; - IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. - IM_ASSERT(item_min <= item_max); - if (item_min < item_max) - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); + + return false; } bool ImGuiListClipper::Step() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; - - ImGuiTable* table = g.CurrentTable; - if (table && table->IsInsideRow) - ImGui::TableEndRow(table); - - // No items - if (ItemsCount == 0 || GetSkipItemForListClipping()) - return (void)End(), false; - - // While we are in frozen row state, keep displaying items one by one, unclipped - // FIXME: Could be stored as a table-agnostic state. - if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) - { - DisplayStart = data->ItemsFrozen; - DisplayEnd = data->ItemsFrozen + 1; - if (DisplayStart >= ItemsCount) - return (void)End(), false; - data->ItemsFrozen++; - return true; - } - - // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) - bool calc_clipping = false; - if (data->StepNo == 0) - { - StartPosY = window->DC.CursorPos.y; - if (ItemsHeight <= 0.0f) - { - // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) - data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); - DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); - DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); - if (DisplayStart == DisplayEnd) - return (void)End(), false; - data->StepNo = 1; - return true; - } - calc_clipping = true; // If on the first step with known item height, calculate clipping. - } - - // Step 1: Let the clipper infer height from first range - if (ItemsHeight <= 0.0f) - { - IM_ASSERT(data->StepNo == 1); - if (table) - IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); - - ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); - bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); - if (affected_by_floating_point_precision) - ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. - - IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); - calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. - } - - // Step 0 or 1: Calculate the actual ranges of visible elements. - const int already_submitted = DisplayEnd; - if (calc_clipping) - { - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); - } - else - { - // Add range selected to be included for navigation - const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (is_nav_request) - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); - if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); - - // Add focused/active item - ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); - if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); - - // Add visible range - const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; - const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); - } - - // Convert position ranges to item index ranges - // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. - // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, - // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. - for (int i = 0; i < data->Ranges.Size; i++) - if (data->Ranges[i].PosToIndexConvert) - { - int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); - int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); - data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); - data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); - data->Ranges[i].PosToIndexConvert = false; - } - ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); - } - - // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. - if (data->StepNo < data->Ranges.Size) - { - DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); - DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); - if (DisplayStart > already_submitted) //-V1051 - ImGuiListClipper_SeekCursorForItem(this, DisplayStart); - data->StepNo++; - return true; - } - - // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), - // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (ItemsCount < INT_MAX) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - ItemsCount = -1; - - return false; + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; } //----------------------------------------------------------------------------- @@ -2797,232 +3069,240 @@ bool ImGuiListClipper::Step() ImGuiStyle& ImGui::GetStyle() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - return GImGui->Style; + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; } ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { - ImGuiStyle& style = GImGui->Style; - ImVec4 c = style.Colors[idx]; - c.w *= style.Alpha * alpha_mul; - return ColorConvertFloat4ToU32(c); + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); } ImU32 ImGui::GetColorU32(const ImVec4& col) { - ImGuiStyle& style = GImGui->Style; - ImVec4 c = col; - c.w *= style.Alpha; - return ColorConvertFloat4ToU32(c); + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); } const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) { - ImGuiStyle& style = GImGui->Style; - return style.Colors[idx]; + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; } ImU32 ImGui::GetColorU32(ImU32 col) { - ImGuiStyle& style = GImGui->Style; - if (style.Alpha >= 1.0f) - return col; - ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. - return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } // FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorStack.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) { - ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorStack.push_back(backup); - g.Style.Colors[idx] = col; + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) { - ImGuiContext& g = *GImGui; - while (count > 0) - { - ImGuiColorMod& backup = g.ColorStack.back(); - g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorStack.pop_back(); - count--; - } + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } } -struct ImGuiStyleVarInfo -{ - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } -}; - static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { - ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive + ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive }; -static const ImGuiStyleVarInfo GStyleVarInfo[] = -{ - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, LayoutAlign) }, // ImGuiStyleVar_LayoutAlign +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize }; -static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) { - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) - { - ImGuiContext& g = *GImGui; - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) - { - ImGuiContext& g = *GImGui; - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); } void ImGui::PopStyleVar(int count) { - ImGuiContext& g = *GImGui; - while (count > 0) - { - // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. - ImGuiStyleMod& backup = g.StyleVarStack.back(); - const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } - g.StyleVarStack.pop_back(); - count--; - } + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } } const char* ImGui::GetStyleColorName(ImGuiCol idx) { - // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; - switch (idx) - { - case ImGuiCol_Text: return "Text"; - case ImGuiCol_TextDisabled: return "TextDisabled"; - case ImGuiCol_WindowBg: return "WindowBg"; - case ImGuiCol_ChildBg: return "ChildBg"; - case ImGuiCol_PopupBg: return "PopupBg"; - case ImGuiCol_Border: return "Border"; - case ImGuiCol_BorderShadow: return "BorderShadow"; - case ImGuiCol_FrameBg: return "FrameBg"; - case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; - case ImGuiCol_FrameBgActive: return "FrameBgActive"; - case ImGuiCol_TitleBg: return "TitleBg"; - case ImGuiCol_TitleBgActive: return "TitleBgActive"; - case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; - case ImGuiCol_MenuBarBg: return "MenuBarBg"; - case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; - case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; - case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; - case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; - case ImGuiCol_CheckMark: return "CheckMark"; - case ImGuiCol_SliderGrab: return "SliderGrab"; - case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; - case ImGuiCol_Button: return "Button"; - case ImGuiCol_ButtonHovered: return "ButtonHovered"; - case ImGuiCol_ButtonActive: return "ButtonActive"; - case ImGuiCol_Header: return "Header"; - case ImGuiCol_HeaderHovered: return "HeaderHovered"; - case ImGuiCol_HeaderActive: return "HeaderActive"; - case ImGuiCol_Separator: return "Separator"; - case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; - case ImGuiCol_SeparatorActive: return "SeparatorActive"; - case ImGuiCol_ResizeGrip: return "ResizeGrip"; - case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; - case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; - case ImGuiCol_Tab: return "Tab"; - case ImGuiCol_TabHovered: return "TabHovered"; - case ImGuiCol_TabActive: return "TabActive"; - case ImGuiCol_TabUnfocused: return "TabUnfocused"; - case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; - case ImGuiCol_DockingPreview: return "DockingPreview"; - case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; - case ImGuiCol_PlotLines: return "PlotLines"; - case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; - case ImGuiCol_PlotHistogram: return "PlotHistogram"; - case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; - case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; - case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; - case ImGuiCol_TableBorderLight: return "TableBorderLight"; - case ImGuiCol_TableRowBg: return "TableRowBg"; - case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; - case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; - case ImGuiCol_DragDropTarget: return "DragDropTarget"; - case ImGuiCol_NavHighlight: return "NavHighlight"; - case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; - case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; - case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; - } - IM_ASSERT(0); - return "Unknown"; + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; } @@ -3035,406 +3315,587 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) { - const char* text_display_end = text; - if (!text_end) - text_end = (const char*)-1; + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; - while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) - text_display_end++; - return text_display_end; + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; } // Internal ImGui functions to render text // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Hide anything after a '##' string - const char* text_display_end; - if (hide_text_after_hash) - { - text_display_end = FindRenderedTextEnd(text, text_end); - } - else - { - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT - text_display_end = text_end; - } - - if (text != text_display_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_display_end); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } } void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT - if (text != text_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_end); - } + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } } // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { - // Perform CPU side clipping for single clipped element to avoid using scissor state - ImVec2 pos = pos_min; - const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); - - const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; - const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; - bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); - if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min - need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); - - // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. - if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); - if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); - - // Render - if (need_clipping) - { - ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); - draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); - } - else - { - draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); - } + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } } void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { - // Hide anything after a '##' string - const char* text_display_end = FindRenderedTextEnd(text, text_end); - const int text_len = (int)(text_display_end - text); - if (text_len == 0) - return; + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); - if (g.LogEnabled) - LogRenderedText(&pos_min, text, text_display_end); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); } - // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { - ImGuiContext& g = *GImGui; - if (text_end_full == NULL) - text_end_full = FindRenderedTextEnd(text); - const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); - - //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); - //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); - //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); - // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. - if (text_size.x > pos_max.x - pos_min.x) - { - // Hello wo... - // | | | - // min max ellipsis_max - // <-> this is generally some padding value - - const ImFont* font = draw_list->_Data->Font; - const float font_size = draw_list->_Data->FontSize; - const char* text_end_ellipsis = NULL; - - ImWchar ellipsis_char = font->EllipsisChar; - int ellipsis_char_count = 1; - if (ellipsis_char == (ImWchar)-1) - { - ellipsis_char = font->DotChar; - ellipsis_char_count = 3; - } - const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); - - float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side - float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis - - if (ellipsis_char_count > 1) - { - // Full ellipsis size without free spacing after it. - const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); - ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; - ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; - } - - // We can now claim the space between pos_max.x and ellipsis_max.x - const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); - float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) - { - // Always display at least 1 character if there's no room for character + ellipsis - text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); - text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; - } - while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) - { - // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) - text_end_ellipsis--; - text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte - } - - // Render text, render ellipsis - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - float ellipsis_x = pos_min.x + text_size_clipped_x; - if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) - for (int i = 0; i < ellipsis_char_count; i++) - { - font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); - ellipsis_x += ellipsis_glyph_width; - } - } - else - { - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); - } - - if (g.LogEnabled) - LogRenderedText(&pos_min, text, text_end_full); + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = font_size / font->FontSize; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); } // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); - const float border_size = g.Style.FrameBorderSize; - if (border && border_size > 0.0f) - { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } } void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const float border_size = g.Style.FrameBorderSize; - if (border_size > 0.0f) - { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } } void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) { - ImGuiContext& g = *GImGui; - if (id != g.NavId) - return; - if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) - return; - ImGuiWindow* window = g.CurrentWindow; - if (window->DC.NavHideHighlightOneFrame) - return; - - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; - ImRect display_rect = bb; - display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) - { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); - bool fully_visible = window->ClipRect.Contains(display_rect); - if (!fully_visible) - window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); - if (!fully_visible) - window->DrawList->PopClipRect(); - } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); - } + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); + } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { - ImGuiContext& g = *GImGui; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; - for (int n = 0; n < g.Viewports.Size; n++) - { - // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. - ImVec2 offset, size, uv[4]; - if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) - continue; - ImGuiViewportP* viewport = g.Viewports[n]; - const ImVec2 pos = base_pos - offset; - const float scale = base_scale * viewport->DpiScale; - if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) - continue; - ImDrawList* draw_list = GetForegroundDrawList(viewport); - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } + ImGuiContext& g = *GImGui; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } } - //----------------------------------------------------------------------------- -// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INITIALIZATION, SHUTDOWN //----------------------------------------------------------------------------- -// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods -ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) -{ - memset(this, 0, sizeof(*this)); - Name = ImStrdup(name); - NameBufLen = (int)strlen(name) + 1; - ID = ImHashStr(name); - IDStack.push_back(ID); - ViewportAllowPlatformMonitorExtend = -1; - ViewportPos = ImVec2(FLT_MAX, FLT_MAX); - MoveId = GetID("#MOVE"); - TabId = GetID("#TAB"); - ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - AutoFitFramesX = AutoFitFramesY = -1; - AutoPosLastDirection = ImGuiDir_None; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; - SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); - LastFrameActive = -1; - LastFrameJustFocused = -1; - LastTimeActive = -1.0f; - FontWindowScale = FontDpiScale = 1.0f; - SettingsOffset = -1; - DockOrder = -1; - DrawList = &DrawListInst; - DrawList->_Data = &context->DrawListSharedData; - DrawList->_OwnerName = Name; - IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; } -ImGuiWindow::~ImGuiWindow() +void ImGui::SetCurrentContext(ImGuiContext* ctx) { - IM_ASSERT(DrawList == &DrawListInst); - IM_DELETE(Name); - ColumnsStorage.clear_destruct(); +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} - for (int i = 0; i < DC.Layouts.Data.Size; i++) - { - ImGuiLayout* layout = (ImGuiLayout*)DC.Layouts.Data[i].val_p; - IM_DELETE(layout); - } +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; } -ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; } -ImGuiID ImGuiWindow::GetID(const void* ptr) +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; } -ImGuiID ImGuiWindow::GetID(int n) +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: ###xxx suffixes must be same in ALL languages +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default platform clipboard/IME handlers. + g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function) + g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *GImGui; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.NavTreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); } -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_Data = &Ctx->DrawListSharedData; + DrawList->_OwnerName = Name; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; } -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +ImGuiID ImGuiWindow::GetID(const void* ptr) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); + return id; } -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +ImGuiID ImGuiWindow::GetID(int n) { - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { - ImGuiID seed = IDStack.back(); - ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); - ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); - return id; + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; } static void SetCurrentWindow(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - g.CurrentWindow = window; - g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; - if (window) - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } } void ImGui::GcCompactTransientMiscBuffers() { - ImGuiContext& g = *GImGui; - g.ItemFlagsStack.clear(); - g.GroupStack.clear(); - TableGcCompactSettings(); + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + TableGcCompactSettings(); } // Free up/compact internal window buffers, we can use this when a window becomes unused. @@ -3443,528 +3904,592 @@ void ImGui::GcCompactTransientMiscBuffers() // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { - window->MemoryCompacted = true; - window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; - window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; - window->IDStack.clear(); - window->DrawList->_ClearFreeMemory(); - window->DC.ChildWindows.clear(); - window->DC.ItemWidthStack.clear(); - window->DC.TextWrapPosStack.clear(); + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); } void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) { - // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. - // The other buffers tends to amortize much faster. - window->MemoryCompacted = false; - window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); - window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); - window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - g.ActiveIdIsJustActivated = (g.ActiveId != id); - if (g.ActiveIdIsJustActivated) - { - g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenPressedBefore = false; - g.ActiveIdHasBeenEditedBefore = false; - g.ActiveIdMouseButton = -1; - if (id != 0) - { - g.LastActiveId = id; - g.LastActiveIdTimer = 0.0f; - } - } - g.ActiveId = id; - g.ActiveIdAllowOverlap = false; - g.ActiveIdNoClearOnFocusLoss = false; - g.ActiveIdWindow = window; - g.ActiveIdHasBeenEditedThisFrame = false; - if (id) - { - g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; - } - - // Clear declaration of inputs claimed by the widget - // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) - g.ActiveIdUsingMouseWheel = false; - g.ActiveIdUsingNavDirMask = 0x00; - g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask.ClearAllBits(); + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + g.ActiveIdUsingNavInputMask = 0x00; +#endif } void ImGui::ClearActiveID() { - SetActiveID(0, NULL); // g.ActiveId = 0; + SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) { - ImGuiContext& g = *GImGui; - g.HoveredId = id; - g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; - if (id != 0 && g.HoveredIdPreviousFrame != id) - g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } ImGuiID ImGui::GetHoveredID() { - ImGuiContext& g = *GImGui; - return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } +// This is called by ItemAdd(). +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). void ImGui::KeepAliveID(ImGuiID id) { - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; } void ImGui::MarkItemEdited(ImGuiID id) { - // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). - // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. - ImGuiContext& g = *GImGui; - IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); - IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. - //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEditedThisFrame = true; - g.ActiveIdHasBeenEditedBefore = true; - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; -} - -static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) -{ - // An active popup disable hovering on other windows (apart from its own children) - // FIXME-OPT: This could be cached/stored within the window. - ImGuiContext& g = *GImGui; - if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) - if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) - { - // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. - if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; - } - - // Filter by viewport - if (window->Viewport != g.MouseViewport) - if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) - return false; - - return true; + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LockMarkEdited > 0) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } -// This is roughly matching the behavior of internal-facing ItemHoverable() -// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() -// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId -bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavDisableMouseHover && !g.NavDisableHighlight) - { - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; - if (!IsItemFocused()) - return false; - } - else - { - // Test for bounding box overlap, as updated as ItemAdd() - ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; - if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) - return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function - - // Test if we are hovering the right window (our window could be behind another window) - // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable - // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was - // the test that has been running for a long while. - if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) - if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) - return false; - - // Test if another item is active (e.g. being dragged) - if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap) - if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) - return false; - - // Test if interactions on this window are blocked by an active popup or modal. - // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags)) - return false; - - // Test if the item is disabled - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; - - // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) - // will never be overwritten so we need to detect the case. - if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) - return false; - } + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; - return true; -} + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } -// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). -bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) - return false; - - ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindow != window) - return false; - if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; - if (!IsMouseHoveringRect(bb.Min, bb.Max)) - return false; - if (g.NavDisableMouseHover) - return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) - { - g.HoveredIdDisabled = true; - return false; - } + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; - // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level - // hover test in widgets code. We could also decide to split this function is two. - if (id != 0) - SetHoveredID(id); - - // When disabled we'll return false but still set HoveredId - ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); - if (item_flags & ImGuiItemFlags_Disabled) - { - // Release active id if turning disabled - if (g.ActiveId == id) - ClearActiveID(); - g.HoveredIdDisabled = true; - return false; - } + return true; +} - if (id != 0) - { - // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. - // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). - if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) - GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); - if (g.DebugItemPickerBreakId == id) - IM_DEBUG_BREAK(); - } +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} - return true; +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!"); + + if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + if (!IsItemFocused()) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; } +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } + + if (g.NavDisableMouseHover) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (!g.LogEnabled) - return true; - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (!g.LogEnabled) + return true; + return false; } // This is also inlined in ItemAdd() -// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { - ImGuiContext& g = *GImGui; - g.LastItemData.ID = item_id; - g.LastItemData.InFlags = in_flags; - g.LastItemData.StatusFlags = item_flags; - g.LastItemData.Rect = item_rect; + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { - if (wrap_pos_x < 0.0f) - return 0.0f; - - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (wrap_pos_x == 0.0f) - { - // We could decide to setup a default wrapping max point for auto-resizing windows, - // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? - //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) - // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); - //else - wrap_pos_x = window->WorkRect.Max.x; - } - else if (wrap_pos_x > 0.0f) - { - wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space - } + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } - return ImMax(wrap_pos_x - pos.x, 1.0f); + return ImMax(wrap_pos_x - pos.x, 1.0f); } // IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { - if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations++; - return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { - if (ptr) - if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations--; - return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + entry->AllocCount++; + info->TotalAllocCount++; + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr); + } + else + { + entry->FreeCount++; + info->TotalFreeCount++; + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + } } const char* ImGui::GetClipboardText() { - ImGuiContext& g = *GImGui; - return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - ImGuiContext& g = *GImGui; - if (g.IO.SetClipboardTextFn) - g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() { - return IMGUI_VERSION; -} - -// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself -// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module -ImGuiContext* ImGui::GetCurrentContext() -{ - return GImGui; -} - -void ImGui::SetCurrentContext(ImGuiContext* ctx) -{ -#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC - IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. -#else - GImGui = ctx; -#endif -} - -void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) -{ - GImAllocatorAllocFunc = alloc_func; - GImAllocatorFreeFunc = free_func; - GImAllocatorUserData = user_data; -} - -// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) -void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) -{ - *p_alloc_func = GImAllocatorAllocFunc; - *p_free_func = GImAllocatorFreeFunc; - *p_user_data = GImAllocatorUserData; -} - -ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) -{ - ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); - if (GImGui == NULL) - SetCurrentContext(ctx); - Initialize(ctx); - return ctx; -} - -void ImGui::DestroyContext(ImGuiContext* ctx) -{ - if (ctx == NULL) - ctx = GImGui; - Shutdown(ctx); - if (GImGui == ctx) - SetCurrentContext(NULL); - IM_DELETE(ctx); -} - -// No specific ordering/dependency support, will see as needed -ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) -{ - ImGuiContext& g = *ctx; - IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); - g.Hooks.push_back(*hook); - g.Hooks.back().HookId = ++g.HookIdNext; - return g.HookIdNext; -} - -// Deferred removal, avoiding issue with changing vector while iterating it -void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) -{ - ImGuiContext& g = *ctx; - IM_ASSERT(hook_id != 0); - for (int n = 0; n < g.Hooks.Size; n++) - if (g.Hooks[n].HookId == hook_id) - g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; -} - -// Call context hooks (used by e.g. test engine) -// We assume a small number of hooks so all stored in same array -void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) -{ - ImGuiContext& g = *ctx; - for (int n = 0; n < g.Hooks.Size; n++) - if (g.Hooks[n].Type == hook_type) - g.Hooks[n].Callback(&g, &g.Hooks[n]); + return IMGUI_VERSION; } ImGuiIO& ImGui::GetIO() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - return GImGui->IO; + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; } ImGuiPlatformIO& ImGui::GetPlatformIO() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); - return GImGui->PlatformIO; + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; } // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { - ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = g.Viewports[0]; - return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() { - return GImGui->Time; + return GImGui->Time; } int ImGui::GetFrameCount() { - return GImGui->FrameCount; + return GImGui->FrameCount; } -static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) { - // Create the draw list on demand, because they are not frequently used for all viewports - ImGuiContext& g = *GImGui; - IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); - ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; - if (draw_list == NULL) - { - draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); - draw_list->_OwnerName = drawlist_name; - viewport->DrawLists[drawlist_no] = draw_list; - } + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } - // Our ImDrawList system requires that there is always a command - if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) - { - draw_list->_ResetForNewFrame(); - draw_list->PushTextureID(g.IO.Fonts->TexID); - draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; - } - return draw_list; + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; } ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { - return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } ImDrawList* ImGui::GetBackgroundDrawList() { - ImGuiContext& g = *GImGui; - return GetBackgroundDrawList(g.CurrentWindow->Viewport); + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.CurrentWindow->Viewport); } ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { - return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() { - ImGuiContext& g = *GImGui; - return GetForegroundDrawList(g.CurrentWindow->Viewport); + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.CurrentWindow->Viewport); } ImDrawListSharedData* ImGui::GetDrawListSharedData() { - return &GImGui->DrawListSharedData; + return &GImGui->DrawListSharedData; } void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { - // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. - // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. - // This is because we want ActiveId to be set even when the window is not permitted to move. - ImGuiContext& g = *GImGui; - FocusWindow(window); - SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; - g.ActiveIdNoClearOnFocusLoss = true; - SetActiveIdUsingNavAndKeys(); - - bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) - can_move_window = false; - if (ImGuiDockNode* node = window->DockNodeAsHost) - if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) - can_move_window = false; - if (can_move_window) - g.MovingWindow = window; -} - -// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. -// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. -// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. -void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) -{ - ImGuiContext& g = *GImGui; - bool can_undock_node = false; - if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) - { - // Can undock if: - // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) - // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) - ImGuiDockNode* root_node = DockNodeGetRootNode(node); - if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. - if (undock_floating_node || root_node->IsDockSpace()) - can_undock_node = true; - } - - const bool clicked = IsMouseClicked(0); - const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); - if (can_undock_node && dragging) - DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame - else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) - StartMouseMovingWindow(window); + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows) + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); } // Handle mouse moving window @@ -3974,940 +4499,608 @@ void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* nod // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() { - ImGuiContext& g = *GImGui; - if (g.MovingWindow != NULL) - { - // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). - // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. - KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && 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() - const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL); - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) - { - ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) - { - MarkIniSettingsDirty(moving_window); - SetWindowPos(moving_window, pos, ImGuiCond_Always); - if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. - { - moving_window->Viewport->Pos = pos; - moving_window->Viewport->UpdateWorkRect(); - } - } - FocusWindow(g.MovingWindow); - } - else - { - if (!window_disappared) - { - // Try to merge the window back into the main viewport. - // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); - - // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. - if (!IsDragDropPayloadBeingAccepted()) - g.MouseViewport = moving_window->Viewport; - - // Clear the NoInput window flag set by the Viewport system - moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. - } - - g.MovingWindow = NULL; - ClearActiveID(); - } - } - else - { - // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. - if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) - { - KeepAliveID(g.ActiveId); - if (!g.IO.MouseDown[0]) - ClearActiveID(); - } - } + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && 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() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } } // Initiate moving window when clicking on empty space or title bar. // Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { - ImGuiContext& g = *GImGui; - if (g.ActiveId != 0 || g.HoveredId != 0) - return; - - // Unless we just made a window/popup appear - if (g.NavWindow && g.NavWindow->Appearing) - return; - - // Click on empty space to focus window and start moving - // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) - if (g.IO.MouseClicked[0]) - { - // Handle the edge case of a popup being closed while clicking in its empty space. - // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); - - if (root_window != NULL && !is_closed_popup) - { - StartMouseMovingWindow(g.HoveredWindow); //-V595 - - // Cancel moving if clicked outside of title bar - if (g.IO.ConfigWindowsMoveFromTitleBarOnly) - if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) - if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) - g.MovingWindow = NULL; - - // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) - if (g.HoveredIdDisabled) - g.MovingWindow = NULL; - } - else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) - { - // Clicking on void disable focus - FocusWindow(NULL); - } - } - - // With right mouse button we close popups without changing focus based on where the mouse is aimed - // Instead, focus will be restored to the window under the bottom-most closed popup. - // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) - if (g.IO.MouseClicked[1]) - { - // Find the top-most window between HoveredWindow and the top-most Modal Window. - // This is where we can trim the popup stack. - ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); - } -} - + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) { - window->Pos += delta; - window->ClipRect.Translate(delta); - window->OuterRectClipped.Translate(delta); - window->InnerRect.Translate(delta); - window->DC.CursorPos += delta; - window->DC.CursorStartPos += delta; - window->DC.CursorMaxPos += delta; + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; } static void ScaleWindow(ImGuiWindow* window, float scale) { - ImVec2 origin = window->Viewport->Pos; - window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - window->ContentSize = ImFloor(window->ContentSize * scale); + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) { - return (window->Active) && (!window->Hidden); -} - -static void ImGui::UpdateKeyboardInputs() -{ - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools - io.KeyMods = GetMergedKeyModFlags(); - - // Import legacy keys or verify they are not used -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (io.BackendUsingLegacyKeyArrays == 0) - { - // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too. - for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++) - IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - } - else - { - if (g.FrameCount == 0) - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); - - // Build reverse KeyMap (Named -> Legacy) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - if (io.KeyMap[n] != -1) - { - IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); - io.KeyMap[io.KeyMap[n]] = n; - } - - // Import legacy keys into new ones - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) - { - const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); - IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); - io.KeysData[key].Down = io.KeysDown[n]; - io.BackendUsingLegacyKeyArrays = 1; - } - if (io.BackendUsingLegacyKeyArrays == 1) - { - io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; - io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; - io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; - io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; - } - } -#endif - - // Clear gamepad data if disabled - if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) - for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) - { - io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; - io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; - } - - // Update keys - for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) - { - ImGuiKeyData& key_data = io.KeysData[i]; - key_data.DownDurationPrev = key_data.DownDuration; - key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f; - } -} - -static void ImGui::UpdateMouseInputs() -{ - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&io.MousePos)) - io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) - io.MouseDelta = io.MousePos - io.MousePosPrev; - else - io.MouseDelta = ImVec2(0.0f, 0.0f); - - // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. - if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; - - io.MousePosPrev = io.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - { - io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; - io.MouseClickedCount[i] = 0; // Will be filled below - io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; - io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; - io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; - if (io.MouseClicked[i]) - { - bool is_repeated_click = false; - if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) - { - ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) - is_repeated_click = true; - } - if (is_repeated_click) - io.MouseClickedLastCount[i]++; - else - io.MouseClickedLastCount[i] = 1; - io.MouseClickedTime[i] = g.Time; - io.MouseClickedPos[i] = io.MousePos; - io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; - io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - io.MouseDragMaxDistanceSqr[i] = 0.0f; - } - else if (io.MouseDown[i]) - { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); - } - - // We provide io.MouseDoubleClicked[] as a legacy service - io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); - - // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - if (io.MouseClicked[i]) - g.NavDisableMouseHover = false; - } -} - -static void StartLockWheelingWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.WheelingWindow == window) - return; - g.WheelingWindow = window; - g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; -} - -void ImGui::UpdateMouseWheel() -{ - ImGuiContext& g = *GImGui; - - // Reset the locked window if we move the mouse or after the timer elapses - if (g.WheelingWindow != NULL) - { - g.WheelingWindowTimer -= g.IO.DeltaTime; - if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) - g.WheelingWindowTimer = 0.0f; - if (g.WheelingWindowTimer <= 0.0f) - { - g.WheelingWindow = NULL; - g.WheelingWindowTimer = 0.0f; - } - } - - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; - - if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) - return; - - ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; - if (!window || window->Collapsed) - return; - - // 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. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - StartLockWheelingWindow(window); - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - if (window == window->RootWindow) - { - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - } - return; - } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - if (g.IO.KeyCtrl) - return; - - // 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) - const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; - const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; - const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; - - // Vertical Mouse Wheel scrolling - if (wheel_y != 0.0f) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); - } - } - - // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - if (wheel_x != 0.0f) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); - } - } + return (window->Active) && (!window->Hidden); } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); - - // Find the window hovered by mouse: - // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. - // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. - // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. - bool clear_hovered_windows = false; - FindHoveredWindow(); - IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); - - // Modal windows prevents mouse from hovering behind them. - ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? - clear_hovered_windows = true; - - // Disabled mouse? - if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) - clear_hovered_windows = true; - - // We track click ownership. When clicked outside of a window the click is owned by the application and - // won't report hovering nor request capture even while dragging over our windows afterward. - const bool has_open_popup = (g.OpenPopupStack.Size > 0); - const bool has_open_modal = (modal_window != NULL); - int mouse_earliest_down = -1; - bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - { - if (io.MouseClicked[i]) - { - io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; - io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; - } - mouse_any_down |= io.MouseDown[i]; - if (io.MouseDown[i]) - if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) - mouse_earliest_down = i; - } - const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; - const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; - - // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. - // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) - const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; - if (!mouse_avail && !mouse_dragging_extern_payload) - clear_hovered_windows = true; - - if (clear_hovered_windows) - g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) - // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag - if (g.WantCaptureMouseNextFrame != -1) - { - io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); - } - else - { - io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; - io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; - } - - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) - if (g.WantCaptureKeyboardNextFrame != -1) - io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - io.WantCaptureKeyboard = true; - - // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible - io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; -} - -ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() -{ - ImGuiContext& g = *GImGui; - ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; - if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } - if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } - if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } - if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } - return key_mod_flags; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindow(); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse? + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } void ImGui::NewFrame() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - ImGuiContext& g = *GImGui; - - // Remove pending delete hooks before frame start. - // This deferred removal avoid issues of removal while iterating the hook vector - for (int n = g.Hooks.Size - 1; n >= 0; n--) - if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) - g.Hooks.erase(&g.Hooks[n]); - - CallContextHooks(&g, ImGuiContextHookType_NewFramePre); - - // Check and assert for various common IO and Configuration mistakes - g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; - ErrorCheckNewFrameSanityChecks(); - g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; - - // Load settings on first frame, save settings when modified (after a delay) - UpdateSettings(); - - g.Time += g.IO.DeltaTime; - g.WithinFrameScope = true; - g.FrameCount += 1; - g.TooltipOverrideCount = 0; - g.WindowsActiveCount = 0; - g.MenusIdSubmittedThisFrame.resize(0); - - // Calculate frame-rate for the user, as a purely luxurious feature - g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; - - UpdateViewportsNewFrame(); - - // Setup current font and draw list shared data - // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! - g.IO.Fonts->Locked = true; - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); - ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (int n = 0; n < g.Viewports.Size; n++) - virtual_space.Add(g.Viewports[n]->GetMainRect()); - g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); - g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); - g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; - if (g.Style.AntiAliasedLines) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; - if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; - if (g.Style.AntiAliasedFill) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawData = NULL; - viewport->DrawDataP.Clear(); - } - - // Drag and drop keep the source ID alive so even if the source disappear our state is consistent - if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) - KeepAliveID(g.DragDropPayload.SourceId); - - // Update HoveredId data - if (!g.HoveredIdPreviousFrame) - g.HoveredIdTimer = 0.0f; - if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) - g.HoveredIdNotActiveTimer = 0.0f; - if (g.HoveredId) - g.HoveredIdTimer += g.IO.DeltaTime; - if (g.HoveredId && g.ActiveId != g.HoveredId) - g.HoveredIdNotActiveTimer += g.IO.DeltaTime; - g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; - g.HoveredId = 0; - g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; - g.HoveredIdDisabled = false; - - // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) - ClearActiveID(); - if (g.ActiveId) - g.ActiveIdTimer += g.IO.DeltaTime; - g.LastActiveIdTimer += g.IO.DeltaTime; - g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; - g.ActiveIdIsAlive = 0; - g.ActiveIdHasBeenEditedThisFrame = false; - g.ActiveIdPreviousFrameIsAlive = false; - g.ActiveIdIsJustActivated = false; - if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) - g.TempInputId = 0; - if (g.ActiveId == 0) - { - g.ActiveIdUsingNavDirMask = 0x00; - g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask.ClearAllBits(); - } - - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSource = false; - g.DragDropWithinTarget = false; - g.DragDropHoldJustPressedId = 0; - - // Close popups on focus lost (currently wip/opt-in) - //if (g.IO.AppFocusLost) - // ClosePopupsExceptModals(); - - // Process input queue (trickle as many events as possible) - g.InputEventsTrail.resize(0); - UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); - - // Update keyboard input state - UpdateKeyboardInputs(); - - //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); - //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); - //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); - //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); - - // Update gamepad/keyboard navigation - NavUpdate(); - - // Update mouse input state - UpdateMouseInputs(); - - // Undocking - // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) - DockContextNewFrameUpdateUndocking(&g); - - // Find hovered window - // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) - UpdateHoveredWindowAndCaptureFlags(); - - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) - UpdateMouseMovingWindowNewFrame(); - - // Background darkening/whitening - if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) - g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); - else - g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); - - g.MouseCursor = ImGuiMouseCursor_Arrow; - g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - - // Platform IME data: reset for the frame - g.PlatformImeDataPrev = g.PlatformImeData; - g.PlatformImeData.WantVisible = false; - - // Mouse wheel scrolling, scale - UpdateMouseWheel(); - - // Mark all windows as not visible and compact unused memory. - IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); - const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - window->WasActive = window->Active; - window->BeginCount = 0; - window->Active = false; - window->WriteAccessed = false; - - // Garbage collect transient buffers of recently unused windows - if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) - GcCompactTransientWindowBuffers(window); - } - - // Garbage collect transient buffers of recently unused tables - for (int i = 0; i < g.TablesLastTimeActive.Size; i++) - if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) - TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); - for (int i = 0; i < g.TablesTempData.Size; i++) - if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) - TableGcCompactTransientBuffers(&g.TablesTempData[i]); - if (g.GcCompactAll) - GcCompactTransientMiscBuffers(); - g.GcCompactAll = false; - - // Closing the focused window restore focus to the first active root window in descending z-order - if (g.NavWindow && !g.NavWindow->WasActive) - FocusTopMostWindowUnderOne(NULL, NULL); - - // No window should be open at the beginning of the frame. - // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. - g.CurrentWindowStack.resize(0); - g.BeginPopupStack.resize(0); - g.ItemFlagsStack.resize(0); - g.ItemFlagsStack.push_back(ImGuiItemFlags_None); - g.GroupStack.resize(0); - - // Docking - DockContextNewFrameUpdateDocking(&g); - - // [DEBUG] Update debug features - UpdateDebugToolItemPicker(); - UpdateDebugToolStackQueries(); - - // Create implicit/fallback window - which we will only render it if the user has added something to it. - // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. - // This fallback is particularly important as it avoid ImGui:: calls from crashing. - g.WithinFrameScopeWithImplicitWindow = true; - SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); - Begin("Debug##Default"); - IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); - - CallContextHooks(&g, ImGuiContextHookType_NewFramePost); -} - -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; - IM_ASSERT(!g.Initialized && !g.SettingsLoaded); - - // Add .ini handle for ImGuiWindow type - { - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; - ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; - ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; - ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - } - - // Add .ini handle for ImGuiTable type - TableSettingsInstallHandler(context); - - // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; - viewport->Idx = 0; - viewport->PlatformWindowCreated = true; - viewport->Flags = ImGuiViewportFlags_OwnedByApp; - g.Viewports.push_back(viewport); - g.PlatformIO.Viewports.push_back(g.Viewports[0]); - -#ifdef IMGUI_HAS_DOCK - // Initialize Docking - DockContextInitialize(&g); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + g.ActiveIdUsingNavInputMask = 0x00; #endif + } - g.Initialized = true; -} - -// This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) -{ - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) - { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); - } - g.IO.Fonts = NULL; - - // Cleanup of other data are conditional on actually having initialized Dear ImGui. - if (!g.Initialized) - return; - - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) - if (g.SettingsLoaded && g.IO.IniFilename != NULL) - { - ImGuiContext* backup_context = GImGui; - SetCurrentContext(&g); - SaveIniSettingsToDisk(g.IO.IniFilename); - SetCurrentContext(backup_context); - } - - // Destroy platform windows - ImGuiContext* backup_context = ImGui::GetCurrentContext(); - SetCurrentContext(context); - DestroyPlatformWindows(); - SetCurrentContext(backup_context); - - // Shutdown extensions - DockContextShutdown(&g); - - CallContextHooks(&g, ImGuiContextHookType_Shutdown); - - // Clear everything else - g.Windows.clear_delete(); - g.WindowsFocusOrder.clear(); - g.WindowsTempSortBuffer.clear(); - g.CurrentWindow = NULL; - g.CurrentWindowStack.clear(); - g.WindowsById.Clear(); - g.NavWindow = NULL; - g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; - g.ColorStack.clear(); - g.StyleVarStack.clear(); - g.FontStack.clear(); - g.OpenPopupStack.clear(); - g.BeginPopupStack.clear(); - - g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; - g.Viewports.clear_delete(); - - g.TabBars.Clear(); - g.CurrentTabBarStack.clear(); - g.ShrinkWidthBuffer.clear(); - - g.ClipperTempData.clear_destruct(); - - g.Tables.Clear(); - g.TablesTempData.clear_destruct(); - g.DrawChannelsTempMergeBuffer.clear(); - - g.ClipboardHandlerData.clear(); - g.MenusIdSubmittedThisFrame.clear(); - g.InputTextState.ClearFreeMemory(); - - g.SettingsWindows.clear(); - g.SettingsHandlers.clear(); - - if (g.LogFile) - { -#ifndef IMGUI_DISABLE_TTY_FUNCTIONS - if (g.LogFile != stdout) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (g.ActiveId == 0) + g.ActiveIdUsingNavInputMask = 0; + else if (g.ActiveIdUsingNavInputMask != 0) + { + // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } + if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) + SetKeyOwner(ImGuiKey_Escape, g.ActiveId); + if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) + IM_ASSERT(0); // Other values unsupported + } #endif - ImFileClose(g.LogFile); - g.LogFile = NULL; - } - g.LogBuffer.clear(); - g.Initialized = false; + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update gamepad/keyboard navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + g.DebugLocateId = 0; + if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled ImGuiDebugLogFlags_EventClipper after 2 frames)\n"); + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + } + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } // FIXME: Add a more explicit sort order in the window structure. static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { - const ImGuiWindow* const a = *(const ImGuiWindow* const*)lhs; - const ImGuiWindow* const b = *(const ImGuiWindow* const*)rhs; - if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) - return d; - if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) - return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); } static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) { - out_sorted_windows->push_back(window); - if (window->Active) - { - int count = window->DC.ChildWindows.Size; - ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); - for (int i = 0; i < count; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (child->Active) - AddWindowToSortBuffer(out_sorted_windows, child); - } - } -} - -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) -{ - if (draw_list->CmdBuffer.Size == 0) - return; - if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) - return; - - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. - // May trigger for you if you are using PrimXXX functions incorrectly. - IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); - IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); - - // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) - // If this assert triggers because you are drawing lots of stuff manually: - // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. - // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example backends already support this from 1.71. Pre-1.71 backends won't. - // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. - // 2 and 4 bytes indices are generally supported by most graphics API. - // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching - // the 64K limit to split your draw commands in multiple draw lists. - if (sizeof(ImDrawIdx) == 2) - IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); - - out_list->push_back(draw_list); + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } } static void AddWindowToDrawData(ImGuiWindow* window, int layer) { - ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = window->Viewport; - g.IO.MetricsRenderWindows++; - if (window->Flags & ImGuiWindowFlags_DockNodeHost) - window->DrawList->ChannelsMerge(); - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); - for (int i = 0; i < window->DC.ChildWindows.Size; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active - AddWindowToDrawData(child, layer); - } + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); } static inline int GetWindowDisplayLayer(ImGuiWindow* window) { - return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; } // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) static inline void AddRootWindowToDrawData(ImGuiWindow* window) { - AddWindowToDrawData(window, GetWindowDisplayLayer(window)); + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } -void ImDrawDataBuilder::FlattenIntoSingleLayer() +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) { - int n = Layers[0].Size; - int size = n; - for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) - size += Layers[i].Size; - Layers[0].resize(size); - for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) - { - ImVector& layer = Layers[layer_n]; - if (layer.empty()) - continue; - memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); - n += layer.Size; - layer.resize(0); - } + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } } -static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) -{ - // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, - // and to allow applications/backends to easily skip rendering. - // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. - // This is because the work has been done already, and its wasted! We should fix that and add optimizations for - // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. - const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0; - - ImGuiIO& io = ImGui::GetIO(); - ImDrawData* draw_data = &viewport->DrawDataP; - viewport->DrawData = draw_data; // Make publicly accessible - draw_data->Valid = true; - draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; - draw_data->CmdListsCount = draw_lists->Size; - draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = viewport->Pos; - draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; - draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? - draw_data->OwnerViewport = viewport; - for (int n = 0; n < draw_lists->Size; n++) - { - ImDrawList* draw_list = draw_lists->Data[n]; - draw_list->_PopUnusedDrawCmd(); - draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; - } +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. @@ -4918,228 +5111,245 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorDrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); - window->ClipRect = window->DrawList->_ClipRectStack.back(); + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); } void ImGui::PopClipRect() { - ImGuiWindow* window = GetCurrentWindow(); - window->DrawList->PopClipRect(); - window->ClipRect = window->DrawList->_ClipRectStack.back(); + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); } static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) { - for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) - if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) - return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); - return window; + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; } static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { - if ((col & IM_COL32_A_MASK) == 0) - return; - - ImGuiViewportP* viewport = window->Viewport; - ImRect viewport_rect = viewport->GetMainRect(); - - // Draw behind window by moving the draw command at the FRONT of the draw list - { - // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, - // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. - // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. - ImDrawList* draw_list = window->RootWindowDockTree->DrawList; - if (draw_list->CmdBuffer.Size == 0) - draw_list->AddDrawCmd(); - draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged - draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); - ImDrawCmd cmd = draw_list->CmdBuffer.back(); - IM_ASSERT(cmd.ElemCount == 6); - draw_list->CmdBuffer.pop_back(); - draw_list->CmdBuffer.push_front(cmd); - draw_list->PopClipRect(); - draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. - } - - // Draw over sibling docking nodes in a same docking tree - if (window->RootWindow->DockIsActive) - { - ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; - if (draw_list->CmdBuffer.Size == 0) - draw_list->AddDrawCmd(); - draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); - RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); - draw_list->PopClipRect(); - } + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } } ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) { - ImGuiContext& g = *GImGui; - ImGuiWindow* bottom_most_visible_window = parent_window; - for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Flags & ImGuiWindowFlags_ChildWindow) - continue; - if (!IsWindowWithinBeginStackOf(window, parent_window)) - break; - if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) - bottom_most_visible_window = window; - } - return bottom_most_visible_window; -} - + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). static void ImGui::RenderDimmedBackgrounds() { - ImGuiContext& g = *GImGui; - ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); - if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) - return; - const bool dim_bg_for_modal = (modal_window != NULL); - const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); - if (!dim_bg_for_modal && !dim_bg_for_window_list) - return; - - ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; - if (dim_bg_for_modal) - { - // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. - ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); - RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); - viewports_already_dimmed[0] = modal_window->Viewport; - } - else if (dim_bg_for_window_list) - { - // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window - RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); - if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) - RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); - viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; - viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; - - // Draw border around CTRL+Tab target window - ImGuiWindow* window = g.NavWindowingTargetAnim; - ImGuiViewport* viewport = window->Viewport; - float distance = g.FontSize; - ImRect bb = window->Rect(); - bb.Expand(distance); - if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) - bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward - if (window->DrawList->CmdBuffer.Size == 0) - window->DrawList->AddDrawCmd(); - window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); - window->DrawList->PopClipRect(); - } - - // Draw dimming background on _other_ viewports than the ones our windows are in - for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_n]; - if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) - continue; - if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) - continue; - ImDrawList* draw_list = GetForegroundDrawList(viewport); - const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } } // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. void ImGui::EndFrame() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - - // Don't process EndFrame() multiple times. - if (g.FrameCountEnded == g.FrameCount) - return; - IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); - - CallContextHooks(&g, ImGuiContextHookType_EndFramePre); - - ErrorCheckEndFrameSanityChecks(); - - // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) - { - ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); - g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData); - } + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); - // Hide implicit/fallback "Debug" window if it hasn't been used - g.WithinFrameScopeWithImplicitWindow = false; - if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) - g.CurrentWindow->Active = false; - End(); + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); - // Update navigation: CTRL+Tab, wrap-around requests - NavEndFrame(); + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); - // Update docking - DockContextEndFrame(&g); + ErrorCheckEndFrameSanityChecks(); - SetCurrentViewport(NULL, NULL); - - // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) - if (g.DragDropActive) - { - bool is_delivered = g.DragDropPayload.Delivery; - bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); - if (is_delivered || is_elapsed) - ClearDragDrop(); - } - - // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - { - g.DragDropWithinSource = true; - SetTooltip("..."); - g.DragDropWithinSource = false; - } - - // End frame - g.WithinFrameScope = false; - g.FrameCountEnded = g.FrameCount; - - // Initiate moving window + handle left-click and right-click focus - UpdateMouseMovingWindowEndFrame(); - - // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) - UpdateViewportsEndFrame(); - - // Sort the window list so that all child windows are after their parent - // We cannot do that on FocusWindow() because children may not exist yet - g.WindowsTempSortBuffer.resize(0); - g.WindowsTempSortBuffer.reserve(g.Windows.Size); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it - continue; - AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); - } - - // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. - IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); - g.Windows.swap(g.WindowsTempSortBuffer); - g.IO.MetricsActiveWindows = g.WindowsActiveCount; - - // Unlock font atlas - g.IO.Fonts->Locked = false; - - // Clear Input data for next frame - g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; - g.IO.InputQueueCharacters.resize(0); - g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it. - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); - - CallContextHooks(&g, ImGuiContextHookType_EndFramePost); + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) + { + viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; + g.IO.SetPlatformImeDataFn(viewport, ime_data); + viewport->PlatformHandleRaw = NULL; + } + else +#endif + { + g.IO.SetPlatformImeDataFn(viewport, ime_data); + } + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } // Prepare the data for rendering so you can call GetDrawData() @@ -5147,95 +5357,96 @@ void ImGui::EndFrame() // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - - if (g.FrameCountEnded != g.FrameCount) - EndFrame(); - const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); - g.FrameCountRendered = g.FrameCount; - g.IO.MetricsRenderWindows = 0; - - CallContextHooks(&g, ImGuiContextHookType_RenderPre); - - // Add background ImDrawList (for each active viewport) - for (int n = 0; n != g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataBuilder.Clear(); - if (viewport->DrawLists[0] != NULL) - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); - } - - // Add ImDrawList to render - ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; - windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); - for (int n = 0; n != g.Windows.Size; n++) - { - ImGuiWindow* window = g.Windows[n]; - IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) - AddRootWindowToDrawData(window); - } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) - if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window - AddRootWindowToDrawData(windows_to_render_top_most[n]); - - // Draw modal/window whitening backgrounds - if (first_render_of_frame) - RenderDimmedBackgrounds(); - - // Draw software mouse cursor if requested by io.MouseDrawCursor flag - if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None) - RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); - - // Setup ImDrawData structures for end-user - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - - // Add foreground ImDrawList (for each active viewport) - if (viewport->DrawLists[1] != NULL) - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); - - SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); - ImDrawData* draw_data = viewport->DrawData; - g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; - g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; - } - - CallContextHooks(&g, ImGuiContextHookType_RenderPost); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. // CalcTextSize("") should return ImVec2(0.0f, g.FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; - const char* text_display_end; - if (hide_text_after_double_hash) - text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string - else - text_display_end = text_end; + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; - ImFont* font = g.Font; - const float font_size = g.FontSize; - if (text == text_display_end) - return ImVec2(0.0f, font_size); - ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - // Round - // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. - // FIXME: Investigate using ceilf or e.g. - // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c - // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html - text_size.x = IM_FLOOR(text_size.x + 0.99999f); + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); - return text_size; + return text_size; } // Find window given position, search front-to-back @@ -5244,1117 +5455,1253 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex // called, aka before the next Begin(). Moving window isn't affected. static void FindHoveredWindow() { - ImGuiContext& g = *GImGui; - - // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) - ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; - if (g.MovingWindow) - g.MovingWindow->Viewport = g.MouseViewport; - - ImGuiWindow* hovered_window = NULL; - ImGuiWindow* hovered_window_ignoring_moving_window = NULL; - if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) - hovered_window = g.MovingWindow; - - ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; - for (int i = g.Windows.Size - 1; i >= 0; i--) - { - ImGuiWindow* window = g.Windows[i]; - IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (!window->Active || window->Hidden) - continue; - if (window->Flags & ImGuiWindowFlags_NoMouseInputs) - continue; - IM_ASSERT(window->Viewport); - if (window->Viewport != g.MouseViewport) - continue; - - // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped); - if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) - bb.Expand(padding_regular); - else - bb.Expand(padding_for_resize); - if (!bb.Contains(g.IO.MousePos)) - continue; - - // Support for one rectangular hole in any given window - // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) - if (window->HitTestHoleSize.x != 0) - { - ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); - ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); - if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) - continue; - } - - if (hovered_window == NULL) - hovered_window = window; - IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) - hovered_window_ignoring_moving_window = window; - if (hovered_window && hovered_window_ignoring_moving_window) - break; - } - - g.HoveredWindow = hovered_window; - g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; - - if (g.MovingWindow) - g.MovingWindow->Viewport = moving_window_viewport; + ImGuiContext& g = *GImGui; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; + if (g.MovingWindow) + g.MovingWindow->Viewport = g.MouseViewport; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; + + if (g.MovingWindow) + g.MovingWindow->Viewport = moving_window_viewport; } bool ImGui::IsItemActive() { - ImGuiContext& g = *GImGui; - if (g.ActiveId) - return g.ActiveId == g.LastItemData.ID; - return false; + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; } bool ImGui::IsItemActivated() { - ImGuiContext& g = *GImGui; - if (g.ActiveId) - if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) - return true; - return false; + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; } bool ImGui::IsItemDeactivated() { - ImGuiContext& g = *GImGui; - if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) - return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); } bool ImGui::IsItemDeactivatedAfterEdit() { - ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } // == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { - ImGuiContext& g = *GImGui; - if (g.NavId != g.LastItemData.ID || g.NavId == 0) - return false; + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. - ImGuiWindow* window = g.CurrentWindow; - if (g.LastItemData.ID == window->ID && window->WriteAccessed) - return false; + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; - return true; + return true; } // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! // Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { - return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } bool ImGui::IsItemToggledOpen() { - ImGuiContext& g = *GImGui; - return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } bool ImGui::IsItemToggledSelection() { - ImGuiContext& g = *GImGui; - return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsAnyItemHovered() { - ImGuiContext& g = *GImGui; - return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; } bool ImGui::IsAnyItemActive() { - ImGuiContext& g = *GImGui; - return g.ActiveId != 0; + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; } bool ImGui::IsAnyItemFocused() { - ImGuiContext& g = *GImGui; - return g.NavId != 0 && !g.NavDisableHighlight; + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; } bool ImGui::IsItemVisible() { - ImGuiContext& g = *GImGui; - return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; } bool ImGui::IsItemEdited() { - ImGuiContext& g = *GImGui; - return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. void ImGui::SetItemAllowOverlap() { - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == id) - g.ActiveIdAllowOverlap = true; + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; } +#endif -void ImGui::SetItemUsingMouseWheel() +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +void ImGui::SetActiveIdUsingAllKeyboardKeys() { - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdUsingMouseWheel = true; - if (g.ActiveId == id) - g.ActiveIdUsingMouseWheel = true; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); } -void ImGui::SetActiveIdUsingNavAndKeys() +ImGuiID ImGui::GetItemID() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.ActiveId != 0); - g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask.SetAllBits(); - NavMoveRequestCancel(); + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; } ImVec2 ImGui::GetItemRectMin() { - ImGuiContext& g = *GImGui; - return g.LastItemData.Rect.Min; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; } ImVec2 ImGui::GetItemRectMax() { - ImGuiContext& g = *GImGui; - return g.LastItemData.Rect.Max; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; } ImVec2 ImGui::GetItemRectSize() { - ImGuiContext& g = *GImGui; - return g.LastItemData.Rect.GetSize(); -} - -bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - - flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag - - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); - SetNextWindowSize(size); - - // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. - if (name) - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); - else - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); - - const float backup_border_size = g.Style.ChildBorderSize; - if (!border) - g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(g.TempBuffer, NULL, flags); - g.Style.ChildBorderSize = backup_border_size; - - ImGuiWindow* child_window = g.CurrentWindow; - child_window->ChildId = id; - child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; - - // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. - // While this is not really documented/defined, it seems that the expected thing to do. - if (child_window->BeginCount == 1) - parent_window->DC.CursorPos = child_window->Pos; - - // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) - { - FocusWindow(child_window); - NavInitWindow(child_window, false); - SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item - g.ActiveIdSource = ImGuiInputSource_Nav; - } - return ret; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); } -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); } -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); } -void ImGui::EndChild() +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls - - g.WithinEndChild = true; - if (window->BeginCount > 1) - { - End(); - } - else - { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) - { - ItemAdd(bb, window->ChildId); - RenderNavHighlight(bb, window->ChildId); - - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) - if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); - } - else - { - // Not navigable into - ItemAdd(bb, 0); - } - if (g.HoveredWindow == window) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; - } - g.WithinEndChild = false; - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return -} + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward child flags + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + g.NextWindowData.ChildFlags = child_flags; + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Border) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; } -void ImGui::EndChildFrame() +void ImGui::EndChild() { - EndChild(); + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, child_window->ChildId); + RenderNavHighlight(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (child_window->Flags & ImGuiWindowFlags_NavFlattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { - window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); - window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); - window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); - window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) { - ImGuiContext& g = *GImGui; - return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); } ImGuiWindow* ImGui::FindWindowByName(const char* name) { - ImGuiID id = ImHashStr(name); - return FindWindowByID(id); + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); } static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - window->ViewportPos = main_viewport->Pos; - if (settings->ViewportId) - { - window->ViewportId = settings->ViewportId; - window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); - } - window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); - if (settings->Size.x > 0 && settings->Size.y > 0) - window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); - window->Collapsed = settings->Collapsed; - window->DockId = settings->DockId; - window->DockOrder = settings->DockOrder; + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; } static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) { - ImGuiContext& g = *GImGui; - - const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; - const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; - if ((just_created || child_flag_changed) && !new_is_explicit_child) - { - IM_ASSERT(!g.WindowsFocusOrder.contains(window)); - g.WindowsFocusOrder.push_back(window); - window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); - } - else if (!just_created && child_flag_changed && new_is_explicit_child) - { - IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); - for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) - g.WindowsFocusOrder[n]->FocusOrder--; - g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); - window->FocusOrder = -1; - } - window->IsExplicitChild = new_is_explicit_child; + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } } static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; - //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); - - // Create window the first time - ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); - window->Flags = flags; - g.WindowsById.SetVoidPtr(window->ID, window); - - // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - window->Pos = main_viewport->Pos + ImVec2(60, 60); - window->ViewportPos = main_viewport->Pos; - - // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) - { - // Retrieve settings from .ini file - window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); - SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - ApplyWindowSettings(window, settings); - } - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values - - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) - { - window->AutoFitFramesX = window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } - else - { - if (window->Size.x <= 0.0f) - window->AutoFitFramesX = 2; - if (window->Size.y <= 0.0f) - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); - } + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); - if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) - g.Windows.push_front(window); // Quite slow but rare and only once - else - g.Windows.push_back(window); - UpdateWindowInFocusOrderList(window, true, window->Flags); + InitOrLoadWindowSettings(window, settings); - return window; + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; } static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) { - return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; } static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) { - return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } -static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImVec2 new_size = size_desired; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) - { - // Using -1,-1 on either X/Y axis to preserve the current size. - ImRect cr = g.NextWindowData.SizeConstraintRect; - new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; - new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; - if (g.NextWindowData.SizeCallback) - { - ImGuiSizeCallbackData data; - data.UserData = g.NextWindowData.SizeCallbackUserData; - data.Pos = window->Pos; - data.CurrentSize = window->SizeFull; - data.DesiredSize = new_size; - g.NextWindowData.SizeCallback(&data); - new_size = data.DesiredSize; - } - new_size.x = IM_FLOOR(new_size.x); - new_size.y = IM_FLOOR(new_size.y); - } + // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return size_min; +} - // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); - const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); - new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows - } - return new_size; +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); } static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) { - bool preserve_old_content_sizes = false; - if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - preserve_old_content_sizes = true; - else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - preserve_old_content_sizes = true; - if (preserve_old_content_sizes) - { - *content_size_current = window->ContentSize; - *content_size_ideal = window->ContentSizeIdeal; - return; - } + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); - content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Tooltip always resize - return size_desired; - } - else - { - // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - - // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? - ImVec2 avail_size = window->Viewport->Size; - if (window->ViewportOwned) - avail_size = ImVec2(FLT_MAX, FLT_MAX); - const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; - if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) - avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); - - // When the window cannot fit all contents (either because of constraints, either because screen is too small), - // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. - ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); - if (will_have_scrollbar_x) - size_auto_fit.y += style.ScrollbarSize; - if (will_have_scrollbar_y) - size_auto_fit.x += style.ScrollbarSize; - return size_auto_fit; - } + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = (window->ViewportOwned || (window->Flags & ImGuiWindowFlags_ChildWindow)) ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } } ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) { - ImVec2 size_contents_current; - ImVec2 size_contents_ideal; - CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); - ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); - return size_final; + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { - if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - return ImGuiCol_PopupBg; - if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) - return ImGuiCol_ChildBg; - return ImGuiCol_WindowBg; + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; } static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { - ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left - ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right - ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); - *out_pos = pos_min; - if (corner_norm.x == 0.0f) - out_pos->x -= (size_constrained.x - size_expected.x); - if (corner_norm.y == 0.0f) - out_pos->y -= (size_constrained.y - size_expected.y); - *out_size = size_constrained; + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; } -// Data for resizing from corner +// Data for resizing from resize grip / corner struct ImGuiResizeGripDef { - ImVec2 CornerPosN; - ImVec2 InnerDir; - int AngleMin12, AngleMax12; + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; }; static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right - { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left - { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; // Data for resizing from borders struct ImGuiResizeBorderDef { - ImVec2 InnerDir; - ImVec2 SegmentN1, SegmentN2; - float OuterAngle; + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside }; static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left - { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right - { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up - { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { - ImRect rect = window->Rect(); - if (thickness == 0.0f) - rect.Max -= ImVec2(1, 1); - if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } - if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } - if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } - if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } - IM_ASSERT(0); - return ImRect(); + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { - IM_ASSERT(n >= 0 && n < 4); - ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; - id = ImHashStr("#RESIZE", 0, id); - id = ImHashData(&n, sizeof(int), id); - return id; + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; } // Borders (Left, Right, Up, Down) ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { - IM_ASSERT(dir >= 0 && dir < 4); - int n = (int)dir + 4; - ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; - id = ImHashStr("#RESIZE", 0, id); - id = ImHashData(&n, sizeof(int), id); - return id; + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; } // Handle resize for: Resize Grips, Borders, Gamepad -// Return true when using auto-fit (double click on resize grip) -static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) -{ - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; - - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return false; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return false; - - bool ret_auto_fit = false; - const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; - - ImVec2 pos_target(FLT_MAX, FLT_MAX); - ImVec2 size_target(FLT_MAX, FLT_MAX); - - // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). - // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. - // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. - // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. - // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). - // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. - const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); - if (clip_with_viewport_rect) - window->ClipRect = window->Viewport->GetMainRect(); - - // Resize grips and borders are on layer 1 - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - - // Manual resize grips - PushID("#RESIZE"); - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); - - // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - bool hovered, held; - ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); - if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); - if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() - ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); - if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - - if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) - { - // Manual auto-fit when double-clicking - size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit = true; - ClearActiveID(); - } - else if (held) - { - // Resize from any of the four corners - // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip - corner_target = ImClamp(corner_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); - } - - // Only lower-left grip is visible before hovering/activating - if (resize_grip_n == 0 || held || hovered) - resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); - } - for (int border_n = 0; border_n < resize_border_count; border_n++) - { - const ImGuiResizeBorderDef& def = resize_border_def[border_n]; - const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - - bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); - ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() - ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); - if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) - { - g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) - *border_held = border_n; - } - if (held) - { - ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); - ImVec2 border_target = window->Pos; - border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; - border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); - } - } - PopID(); - - // Restore nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - - // Navigation resize (keyboard/gamepad) - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) - { - ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_Gamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) - { - const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); - g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; - resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); - } - } - - // Apply back modified position/size to window - if (size_target.x != FLT_MAX) - { - window->SizeFull = size_target; - MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); - MarkIniSettingsDirty(window); - } - - window->Size = window->SizeFull; - return ret_auto_fit; -} - -static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) -{ - ImGuiContext& g = *GImGui; - ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) - size_for_clamping.y = window->TitleBarHeight(); - window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight(); + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar)) + border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x); + if (flags & ImGuiWindowFlags_NoScrollbar) + border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX) + window->Pos.y = ImTrunc(pos_target.y); + if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - float rounding = window->WindowRounding; - float border_size = window->WindowBorderSize; - if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); - - int border_held = window->ResizeBorderHeld; - if (border_held != -1) - { - const ImGuiResizeBorderDef& def = resize_border_def[border_held]; - ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual - } - if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - float y = window->Pos.y + window->TitleBarHeight() - 1; - window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); - } + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } } // Draw background and borders // Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImGuiWindowFlags flags = window->Flags; - - // Ensure that ScrollBar doesn't read last frame's SkipItems - IM_ASSERT(window->BeginCount == 0); - window->SkipItems = false; - - // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else - { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - bool is_docking_transparent_payload = false; - if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) - if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) - is_docking_transparent_payload = true; - - ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); - if (window->ViewportOwned) - { - // No alpha - bg_col = (bg_col | IM_COL32_A_MASK); - if (is_docking_transparent_payload) - window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; - } - else - { - // Adjust alpha. For docking - bool override_alpha = false; - float alpha = 1.0f; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) - { - alpha = g.NextWindowData.BgAlphaVal; - override_alpha = true; - } - if (is_docking_transparent_payload) - { - alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? - override_alpha = true; - } - if (override_alpha) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - } - - // Render, for docked windows and host windows we ensure bg goes before decorations - ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; - if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) - bg_draw_list->ChannelsSetCurrent(0); - if (window->DockIsActive) - window->DockNode->LastBgColor = bg_col; - - bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); - - if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) - bg_draw_list->ChannelsSetCurrent(1); - } - if (window->DockIsActive) - window->DockNode->IsBgDrawnThisFrame = true; - - // Title bar - // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, - // in order for their pos/size to be matching their undocking state.) - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); - } - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock - ImGuiDockNode* node = window->DockNode; - if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar() && (window->Flags & ImGuiWindowFlags_NoTabBar) == 0) - { - float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); - ImVec2 p = node->Pos; - ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); - bool hovered, held; - if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) - node->WantHiddenTabBarToggle = true; - else if (held && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, node, true); - - // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. - ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); - } - - //if (flags & ImGuiWindowFlags_NoTabBar) - //{ - // node->WantHiddenTabBarToggle = true; - //} - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiAxis_X); - if (window->ScrollbarY) - Scrollbar(ImGuiAxis_Y); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders (for dock node host they will be rendered over after the tab bar) - if (handle_borders_and_resize_grips && !window->DockNodeAsHost) - RenderWindowOuterBorders(window); - } + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + //VOLT_SOURCE_MODIFICATION_BEGIN: Added check for (window->Flags & ImGuiWindowFlags_NoTabBar) == 0 + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar() && (window->Flags & ImGuiWindowFlags_NoTabBar) == 0) + //VOLT_SOURCE_MODIFICATION_END + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } } -// Render title text, collapse button, close button // When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImGuiWindowFlags flags = window->Flags; - - const bool has_close_button = (p_open != NULL); - const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); - - // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? - const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - - // Layout buttons - // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. - float pad_l = style.FramePadding.x; - float pad_r = style.FramePadding.x; - float button_sz = g.FontSize; - ImVec2 close_button_pos; - ImVec2 collapse_button_pos; - if (has_close_button) - { - pad_r += button_sz; - close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); - } - if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) - { - pad_r += button_sz; - collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); - } - if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) - { - collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); - pad_l += button_sz; - } - - // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) - if (has_collapse_button) - if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) - window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function - - // Close button - if (has_close_button) - if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) - *p_open = false; - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - g.CurrentItemFlags = item_flags_backup; - - // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) - // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. - const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; - const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - - // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, - // while uncentered title text will still reach edges correctly. - if (pad_l > style.FramePadding.x) - pad_l += g.Style.ItemInnerSpacing.x; - if (pad_r > style.FramePadding.x) - pad_r += g.Style.ItemInnerSpacing.x; - if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) - { - float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center - float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); - pad_l = ImMax(pad_l, pad_extend * centerness); - pad_r = ImMax(pad_r, pad_extend * centerness); - } - - ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos; - marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); - marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; - if (marker_pos.x > layout_r.Min.x) - { - RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); - clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); - } - } - //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { - window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; - if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) - { - window->RootWindowDockTree = parent_window->RootWindowDockTree; - if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) - window->RootWindow = parent_window->RootWindow; - } - if (parent_window && (flags & ImGuiWindowFlags_Popup)) - window->RootWindowPopupTree = parent_window->RootWindowPopupTree; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) - window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; - while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) - { - IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); - window->RootWindowForNav = window->RootWindowForNav->ParentWindow; - } + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } } // When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) // should be positioned behind that modal window, unless the window was created inside the modal begin-stack. // In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. -// - Window // FindBlockingModal() returns Modal1 -// - Window // .. returns Modal1 +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 // - Modal1 // .. returns Modal2 -// - Window // .. returns Modal2 -// - Window // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 // - Modal2 // .. returns Modal2 -static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= 0) - return NULL; - - // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. - for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) - { - ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; - if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) - continue; - if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. - continue; - if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. - break; - for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) - if (IsWindowWithinBeginStackOf(window, parent)) - return popup_window; // Place window above its begin stack parent. - } - return NULL; +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; } // Push a new Dear ImGui window to add widgets to. @@ -6366,1106 +6713,1153 @@ static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) // - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required - IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() - IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet - - // Find or create - ImGuiWindow* window = FindWindowByName(name); - const bool window_just_created = (window == NULL); - if (window_just_created) - window = CreateNewWindow(name, flags); - else - UpdateWindowInFocusOrderList(window, window_just_created, flags); - - // Automatically disable manual moving/resizing when NoInputs is set - if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) - flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - - if (flags & ImGuiWindowFlags_NavFlattened) - IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - - const int current_frame = g.FrameCount; - const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); - window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); - - // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed - window_just_activated_by_user |= (window != popup_ref.Window); - } - - // Update Flags, LastFrameActive, BeginOrderXXX fields - const bool window_was_appearing = window->Appearing; - if (first_begin_of_the_frame) - { - window->Appearing = window_just_activated_by_user; - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); - - window->FlagsPreviousFrame = window->Flags; - window->Flags = (ImGuiWindowFlags)flags; - window->LastFrameActive = current_frame; - window->LastTimeActive = (float)g.Time; - window->BeginOrderWithinParent = 0; - window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); - } - else - { - flags = window->Flags; - } - - // Docking - // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) - IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) - SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); - if (first_begin_of_the_frame) - { - bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); - bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); - bool dock_node_was_visible = window->DockNodeIsVisible; - bool dock_tab_was_visible = window->DockTabIsVisible; - if (has_dock_node || new_auto_dock_node) - { - BeginDocked(window, p_open); - flags = window->Flags; - if (window->DockIsActive) - { - IM_ASSERT(window->DockNode != NULL); - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints - - if (flags & ImGuiWindowFlags_NoTabBar) - { - window->DockNode->LocalFlags |= ImGuiDockNodeFlags_HiddenTabBar; - } - } - - // Amend the Appearing flag - if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) - { - window->Appearing = true; - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); - } - } - else - { - window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; - } - } - - // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; - IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); - - // We allow window memory to be compacted so recreate the base stack when needed. - if (window->IDStack.Size == 0) - window->IDStack.push_back(window->ID); - - // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindow = window; - ImGuiWindowStackData window_stack_data; - window_stack_data.Window = window; - window_stack_data.ParentLastItemDataBackup = g.LastItemData; - window_stack_data.StackSizesOnBegin.SetToCurrentState(); - g.CurrentWindowStack.push_back(window_stack_data); - g.CurrentWindow = NULL; - if (flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount++; - - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - popup_ref.Window = window; - g.BeginPopupStack.push_back(popup_ref); - window->PopupId = popup_ref.PopupId; - } - - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) - if (first_begin_of_the_frame) - { - UpdateWindowParentAndRootLinks(window, flags, parent_window); - window->ParentWindowInBeginStack = parent_window_in_stack; - } - - // Process SetNextWindow***() calls - // (FIXME: Consider splitting the HasXXX flags into X/Y components - bool window_pos_set_by_api = false; - bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) - { - window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; - if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) - { - // May be processed on the next frame if this is our first frame and we are measuring size - // FIXME: Look into removing the branch so everything can go through this same code path for consistency. - window->SetWindowPosVal = g.NextWindowData.PosVal; - window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; - window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - } - else - { - SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); - } - } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) - { - window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); - window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); - SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); - } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) - { - if (g.NextWindowData.ScrollVal.x >= 0.0f) - { - window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - if (g.NextWindowData.ScrollVal.y >= 0.0f) - { - window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) - window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; - else if (first_begin_of_the_frame) - window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) - window->WindowClass = g.NextWindowData.WindowClass; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) - SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) - FocusWindow(window); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); - - // When reusing window again multiple times a frame, just append content (don't need to setup again) - if (first_begin_of_the_frame) - { - // Initialize - const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); - window->Active = true; - window->HasCloseButton = (p_open != NULL); - window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); - window->IDStack.resize(1); - window->DrawList->_ResetForNewFrame(); - window->DC.CurrentTableIdx = -1; - if (flags & ImGuiWindowFlags_DockNodeHost) - { - window->DrawList->ChannelsSplit(2); - window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later - } - - // Restore buffer capacity when woken from a compacted state, to avoid - if (window->MemoryCompacted) - GcAwakeTransientWindowBuffers(window); - - // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). - // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. - bool window_title_visible_elsewhere = false; - if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) - window_title_visible_elsewhere = true; - else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB - window_title_visible_elsewhere = true; - if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) - { - size_t buf_len = (size_t)window->NameBufLen; - window->Name = ImStrdupcpy(window->Name, &buf_len, name); - window->NameBufLen = (int)buf_len; - } - - // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS - - // Update contents size from last frame for auto-fitting (or use explicit size) - CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); - - // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors - // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because - // it has a single usage before this code block and may be set below before it is finally checked. - if (window->HiddenFramesCanSkipItems > 0) - window->HiddenFramesCanSkipItems--; - if (window->HiddenFramesCannotSkipItems > 0) - window->HiddenFramesCannotSkipItems--; - if (window->HiddenFramesForRenderOnly > 0) - window->HiddenFramesForRenderOnly--; - - // Hide new windows for one frame until they calculate their size - if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesCannotSkipItems = 1; - - // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. - if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) - { - window->HiddenFramesCannotSkipItems = 1; - if (flags & ImGuiWindowFlags_AlwaysAutoResize) - { - if (!window_size_x_set_by_api) - window->Size.x = window->SizeFull.x = 0.f; - if (!window_size_y_set_by_api) - window->Size.y = window->SizeFull.y = 0.f; - window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); - } - } - - // SELECT VIEWPORT - // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - - WindowSelectViewport(window); - SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; - SetCurrentWindow(window); - flags = window->Flags; - - // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) - // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. - - if (flags & ImGuiWindowFlags_ChildWindow) - window->WindowBorderSize = style.ChildBorderSize; - else - window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) - window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - else - window->WindowPadding = style.WindowPadding; - - // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; - - // Collapse window by double-clicking on title bar - // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) - { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. - ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) - window->WantCollapseToggle = true; - if (window->WantCollapseToggle) - { - window->Collapsed = !window->Collapsed; - MarkIniSettingsDirty(window); - } - } - else - { - window->Collapsed = false; - } - window->WantCollapseToggle = false; - - // SIZE - - // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); - bool use_current_size_for_scrollbar_x = window_just_created; - bool use_current_size_for_scrollbar_y = window_just_created; - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) - { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. - if (!window_size_x_set_by_api) - { - window->SizeFull.x = size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api) - { - window->SizeFull.y = size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - } - else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - { - // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - { - window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - { - window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - if (!window->Collapsed) - MarkIniSettingsDirty(window); - } - - // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); - window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - - // Decoration size - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - - // POSITION - - // Popup latch its initial position, will position itself when it appears next frame - if (window_just_activated_by_user) - { - window->AutoPosLastDirection = ImGuiDir_None; - if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() - window->Pos = g.BeginPopupStack.back().OpenPopupPos; - } - - // Position child window - if (flags & ImGuiWindowFlags_ChildWindow) - { - IM_ASSERT(parent_window && parent_window->Active); - window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; - parent_window->DC.ChildWindows.push_back(window); - if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = parent_window->DC.CursorPos; - } - - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); - if (window_pos_with_pivot) - SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) - else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) - window->Pos = FindBestWindowPosForPopup(window); - else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) - window->Pos = FindBestWindowPosForPopup(window); - else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = FindBestWindowPosForPopup(window); - - // Late create viewport if we don't fit within our current host viewport. - if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) - if (!window->Viewport->GetMainRect().Contains(window->Rect())) - { - // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) - //ImGuiViewport* old_viewport = window->Viewport; - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); - - // FIXME-DPI - //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong - SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; - SetCurrentWindow(window); - } - - if (window->ViewportOwned) - WindowSyncOwnedViewport(window, parent_window_in_stack); - - // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) - // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImRect viewport_rect(window->Viewport->GetMainRect()); - ImRect viewport_work_rect(window->Viewport->GetWorkRect()); - ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); - - // Clamp position/size so window stays visible within its viewport or monitor - // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. - // FIXME: Similar to code in GetWindowAllowedExtentRect() - if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - { - if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) - { - ClampWindowRect(window, visibility_rect); - } - else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) - { - // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. - const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); - visibility_rect.Min = monitor->WorkPos + visibility_padding; - visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; - ClampWindowRect(window, visibility_rect); - } - } - window->Pos = ImFloor(window->Pos); - - // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - // Large values tend to lead to variety of artifacts and are not recommended. - if (window->ViewportOwned || window->DockIsActive) - window->WindowRounding = 0.0f; - else - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - - // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. - //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) - // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); - - // Apply window focus (new and reactivated windows are moved to front) - bool want_focus = false; - if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) - { - if (flags & ImGuiWindowFlags_Popup) - want_focus = true; - else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) - want_focus = true; - - ImGuiWindow* modal = GetTopMostPopupModal(); - if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) - { - // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. - // Since window is not focused it would reappear at the same display position like the last time it was visible. - // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. - // Position window behind a modal that is not a begin-parent of this window. - want_focus = false; - if (window == window->RootWindow) - { - ImGuiWindow* blocking_modal = FindBlockingModal(window); - IM_ASSERT(blocking_modal != NULL); - BringWindowToDisplayBehind(window, blocking_modal); - } - } - } - - // [Test Engine] Register whole window in the item system + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + + //VOLT_SOURCE_MODIFICATION_BEGIN: Hide the tab bar if we have the flag + if (flags & ImGuiWindowFlags_NoTabBar) + { + window->DockNode->LocalFlags |= ImGuiDockNodeFlags_HiddenTabBar; + } + //VOLT_SOURCE_MODIFICATION_END + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + ImGuiWindowStackData window_stack_data; + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToContextState(&g); + g.CurrentWindowStack.push_back(window_stack_data); + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } + + // Add to focus scope stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + if ((flags & ImGuiWindowFlags_NavFlattened) == 0) + PushFocusScope(window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + g.CurrentWindow = NULL; + + // Add to popup stack + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight(); + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect.Min = monitor->WorkPos + visibility_padding; + visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) #ifdef IMGUI_ENABLE_TEST_ENGINE - if (g.TestEngineHookItems) - { - IM_ASSERT(window->IDStack.Size == 1); - window->IDStack.Size = 0; - IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); - IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); - window->IDStack.Size = 1; - } + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } #endif - // Decide if we are going to handle borders and resize grips - const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); - - // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; - ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - if (handle_borders_and_resize_grips && !window->Collapsed) - if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) - use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; - window->ResizeBorderHeld = (signed char)border_held; - - // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) - if (window->ViewportOwned) - { - if (!window->Viewport->PlatformRequestMove) - window->Viewport->Pos = window->Pos; - if (!window->Viewport->PlatformRequestResize) - window->Viewport->Size = window->Size; - window->Viewport->UpdateWorkRect(); - viewport_rect = window->Viewport->GetMainRect(); - } - - // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) - window->ViewportPos = window->Viewport->Pos; - - // SCROLLBAR VISIBILITY - - // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); - ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; - ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; - //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } - - // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) - // Update various regions. Variables they depends on should be set above in this function. - // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. - - // Outer rectangle - // Not affected by window border size. Used by: - // - FindHoveredWindow() (w/ extra padding when border resize is enabled) - // - Begin() initial clipping rect for drawing window background and borders. - // - Begin() clipping whole child - const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; - const ImRect outer_rect = window->Rect(); - const ImRect title_bar_rect = window->TitleBarRect(); - window->OuterRectClipped = outer_rect; - if (window->DockIsActive) - window->OuterRectClipped.Min.y += window->TitleBarHeight(); - window->OuterRectClipped.ClipWith(host_rect); - - // Inner rectangle - // Not affected by window border size. Used by: - // - InnerClipRect - // - ScrollToRectEx() - // - NavUpdatePageUpPageDown() - // - Scrollbar() - window->InnerRect.Min.x = window->Pos.x; - window->InnerRect.Min.y = window->Pos.y + decoration_up_height; - window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; - window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; - - // Inner clipping rectangle. - // Will extend a little bit outside the normal work region. - // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - // Affected by window/frame border size. Used by: - // - Begin() initial clip rect - float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); - window->InnerClipRect.ClipWithFull(host_rect); - - // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); - else - window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); - - // SCROLLING - - // Lock down maximum scrolling - // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate - // for right/bottom aligned items without creating a scrollbar. - window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); - window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - - // DRAWING - - // Setup draw list and outer clipping rectangle - IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - PushClipRect(host_rect.Min, host_rect.Max, false); - - // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) - // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. - // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) - const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; - if (is_undocked_or_docked_visible) - { - bool render_decorations_in_parent = false; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - { - // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) - // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs - ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; - bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; - bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) - render_decorations_in_parent = true; - } - if (render_decorations_in_parent) - window->DrawList = parent_window->DrawList; - - // Handle title bar, scrollbar, resize grips and resize borders - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); - - if (render_decorations_in_parent) - window->DrawList = &window->DrawListInst; - } - - // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) - - // Work rectangle. - // Affected by window padding and border size. Used by: - // - Columns() for right-most edge - // - TreeNode(), CollapsingHeader() for right-most edge - // - BeginTabBar() for right-most edge - const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); - const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); - window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); - window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; - window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; - window->ParentWorkRect = window->WorkRect; - - // [LEGACY] Content Region - // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // Used by: - // - Mouse wheel scrolling + many other things - window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); - - // Setup drawing context - // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) - window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; - window->DC.GroupOffset.x = 0.0f; - window->DC.ColumnsOffset.x = 0.0f; - - // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. - // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. - double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; - double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; - window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); - window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); - window->DC.CursorPos = window->DC.CursorStartPos; - window->DC.CursorPosPrevLine = window->DC.CursorPos; - window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.IdealMaxPos = window->DC.CursorStartPos; - window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; - window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); - - window->DC.MenuBarAppending = false; - window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); - window->DC.TreeDepth = 0; - window->DC.TreeJumpToParentOnPopMask = 0x00; - window->DC.ChildWindows.resize(0); - window->DC.StateStorage = &window->StateStorage; - window->DC.CurrentColumns = NULL; - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - - window->DC.ItemWidth = window->ItemWidthDefault; - window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemWidthStack.resize(0); - window->DC.TextWrapPosStack.resize(0); - - if (window->AutoFitFramesX > 0) - window->AutoFitFramesX--; - if (window->AutoFitFramesY > 0) - window->AutoFitFramesY--; - - // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) - if (want_focus) - { - FocusWindow(window); - NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls - } - - // Close requested by platform window - if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) - { - if (!window->DockIsActive || window->DockTabIsVisible) - { - window->Viewport->PlatformRequestClose = false; - g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. - IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); - *p_open = false; - } - } - - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); - - // Clear hit test shape every frame - window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; - - // Pressing CTRL+C while holding on a window copy its content to the clipboard - // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. - // Maybe we can support CTRL+C on every element? - /* - //if (g.NavWindow == window && g.ActiveId == 0) - if (g.ActiveId == window->MoveId) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) - LogToClipboard(); - */ - - if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) - { - // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. - // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. - if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) - if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) - BeginDockableDragDropSource(window); - - // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. - if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) - if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) - if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) - BeginDockableDragDropTarget(window); - } - - // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). - // This is useful to allow creating context menus on title bar only, etc. - if (window->DockIsActive) - SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); - else - SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); - - // Mark all layouts as dead. They may be revived in this frame. - for (int i = 0; i < window->DC.Layouts.Data.Size; i++) - { - ImGuiLayout* layout = (ImGuiLayout*)window->DC.Layouts.Data[i].val_p; - layout->Live = false; - } - - // [Test Engine] Register title bar / tab - if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) - IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); - } - else - { - // Append - SetCurrentViewport(window, window->Viewport); - SetCurrentWindow(window); - } - - // Pull/inherit current state - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 - - if (!(flags & ImGuiWindowFlags_DockNodeHost)) - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); - - // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) - window->WriteAccessed = false; - window->BeginCount++; - g.NextWindowData.ClearFlags(); - - // Update visibility - if (first_begin_of_the_frame) - { - // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. - // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. - // This is analogous to regular windows being hidden from one frame. - // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. - if (window->DockIsActive && !window->DockTabIsVisible) - { - if (window->LastFrameJustFocused == g.FrameCount) - window->HiddenFramesCannotSkipItems = 1; - else - window->HiddenFramesCanSkipItems = 1; - } - - if (flags & ImGuiWindowFlags_ChildWindow) - { - // Child window can be out of sight and have "negative" clip windows. - // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - { - const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (!g.LogEnabled && !nav_request) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesCanSkipItems = 1; - } - - // Hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) - window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) - window->HiddenFramesCannotSkipItems = 1; - } - - // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) - if (style.Alpha <= 0.0f) - window->HiddenFramesCanSkipItems = 1; - - // Update the Hidden flag - bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); - - // Disable inputs for requested number of frames - if (window->DisableInputsFrames > 0) - { - window->DisableInputsFrames--; - window->Flags |= ImGuiWindowFlags_NoInputs; - } - - // Update the SkipItems flag, used to early out of all items functions (no layout required) - bool skip_items = false; - if (window->Collapsed || !window->Active || hidden_regular) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) - skip_items = true; - window->SkipItems = skip_items; - - // Only clear NavLayersActiveMaskNext when marked as visible, so a CTRL+Tab back can use a safe value. - if (!window->SkipItems) - window->DC.NavLayersActiveMaskNext = 0x00; - - // Sanity check: there are two spots which can set Appearing = true - // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false - // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. - if (window->SkipItems && !window->Appearing) - IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 - } + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + LogToClipboard(); + */ + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif - return !window->SkipItems; + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); +#endif + } + else + { + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost)) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + // Update visibility + if (first_begin_of_the_frame) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) + if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } + + return !window->SkipItems; } void ImGui::End() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Error checking: verify that user hasn't called End() too many times! - if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); - return; - } - IM_ASSERT(g.CurrentWindowStack.Size > 0); - - // Error checking: verify that user doesn't directly call End() on a child window. - if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) - IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); - - // Close anything that is open - if (window->DC.CurrentColumns) - EndColumns(); - if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle - PopClipRect(); - - // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging - LogFinish(); - - // Docking: report contents sizes to parent to allow for auto-resize - if (window->DockNode && window->DockTabIsVisible) - if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK - host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; - - // Pop from window stack - g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; - if (window->Flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount--; - if (window->Flags & ImGuiWindowFlags_Popup) - g.BeginPopupStack.pop_back(); - g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); - g.CurrentWindowStack.pop_back(); - SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); - if (g.CurrentWindow) - SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle + PopClipRect(); + if ((window->Flags & ImGuiWindowFlags_NavFlattened) == 0) + PopFocusScope(); + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(window == window->RootWindow); + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); - const int cur_order = window->FocusOrder; - IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); - if (g.WindowsFocusOrder.back() == window) - return; + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; - const int new_order = g.WindowsFocusOrder.Size - 1; - for (int n = cur_order; n < new_order; n++) - { - g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; - g.WindowsFocusOrder[n]->FocusOrder--; - IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); - } - g.WindowsFocusOrder[new_order] = window; - window->FocusOrder = (short)new_order; + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) - return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.Windows[i] == window) - { - memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); - g.Windows[g.Windows.Size - 1] = window; - break; - } + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } } void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (g.Windows[0] == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); - g.Windows[0] = window; - break; - } + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } } void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) { - IM_ASSERT(window != NULL && behind_window != NULL); - ImGuiContext& g = *GImGui; - window = window->RootWindow; - behind_window = behind_window->RootWindow; - int pos_wnd = FindWindowDisplayIndex(window); - int pos_beh = FindWindowDisplayIndex(behind_window); - if (pos_wnd < pos_beh) - { - size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); - g.Windows[pos_beh - 1] = window; - } - else - { - size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); - g.Windows[pos_beh] = window; - } + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } } int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - return g.Windows.index_from_ptr(g.Windows.find(window)); + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); } // Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - - if (g.NavWindow != window) - { - g.NavWindow = window; - if (window && g.NavDisableMouseHover) - g.NavMousePosDirty = true; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavFocusScopeId = 0; - g.NavIdIsAlive = false; - g.NavLayer = ImGuiNavLayer_Main; - g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; - NavUpdateAnyRequestFlag(); - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); - } - - // Close popups if any - ClosePopupsOverWindow(window, false); - - // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; - ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; - ImGuiDockNode* dock_node = window ? window->DockNode : NULL; - bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); - - // Steal active widgets. Some of the cases it triggers includes: - // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. - // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) - // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) - ClearActiveID(); - - // Passing NULL allow to disable keyboard focus - if (!window) - return; - window->LastFrameJustFocused = g.FrameCount; - - // Select in dock node - if (dock_node && dock_node->TabBar) - dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; - - // Bring to front - BringWindowToFocusFront(focus_front_window); - if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) - BringWindowToDisplayFront(display_front_window); -} - -void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) -{ - ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - // Aim at root window behind us, if we are in a child window that's our own root (see #4640) - int offset = -1; - while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) - { - under_this_window = under_this_window->ParentWindow; - offset = 0; - } - start_idx = FindWindowFocusIndex(under_this_window) + offset; - } - for (int i = start_idx; i >= 0; i--) - { - // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. - ImGuiWindow* window = g.WindowsFocusOrder[i]; - IM_ASSERT(window == window->RootWindow); - if (window != ignore_window && window->WasActive) - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) - { - // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. - // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. - // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) - // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? - ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); - FocusWindow(focus_window); - return; - } - } - FocusWindow(NULL); +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal. + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); } // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { - ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.TexUvLines = atlas->TexUvLines; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; } void ImGui::PushFont(ImFont* font) { - ImGuiContext& g = *GImGui; - if (!font) - font = GetDefaultFont(); - SetCurrentFont(font); - g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); } void ImGui::PopFont() { - ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); - g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); } void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { - ImGuiContext& g = *GImGui; - ImGuiItemFlags item_flags = g.CurrentItemFlags; - IM_ASSERT(item_flags == g.ItemFlagsStack.back()); - if (enabled) - item_flags |= option; - else - item_flags &= ~option; - g.CurrentItemFlags = item_flags; - g.ItemFlagsStack.push_back(item_flags); + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. - g.ItemFlagsStack.pop_back(); - g.CurrentItemFlags = g.ItemFlagsStack.back(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); } // BeginDisabled()/EndDisabled() @@ -7476,198 +7870,213 @@ void ImGui::PopItemFlag() // - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() void ImGui::BeginDisabled(bool disabled) { - ImGuiContext& g = *GImGui; - bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - if (!was_disabled && disabled) - { - g.DisabledAlphaBackup = g.Style.Alpha; - g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); - } - if (was_disabled || disabled) - g.CurrentItemFlags |= ImGuiItemFlags_Disabled; - g.ItemFlagsStack.push_back(g.CurrentItemFlags); - g.DisabledStackSize++; + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; } void ImGui::EndDisabled() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DisabledStackSize > 0); - g.DisabledStackSize--; - bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - //PopItemFlag(); - g.ItemFlagsStack.pop_back(); - g.CurrentItemFlags = g.ItemFlagsStack.back(); - if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) - g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } -// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. -void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +void ImGui::PushTabStop(bool tab_stop) { - PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); + PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } -void ImGui::PopAllowKeyboardFocus() +void ImGui::PopTabStop() { - PopItemFlag(); + PopItemFlag(); } void ImGui::PushButtonRepeat(bool repeat) { - PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } void ImGui::PopButtonRepeat() { - PopItemFlag(); + PopItemFlag(); } void ImGui::PushTextWrapPos(float wrap_pos_x) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); - window->DC.TextWrapPos = wrap_pos_x; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; } void ImGui::PopTextWrapPos() { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); - window->DC.TextWrapPosStack.pop_back(); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); } static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { - ImGuiWindow* last_window = NULL; - while (last_window != window) - { - last_window = window; - window = window->RootWindow; - if (popup_hierarchy) - window = window->RootWindowPopupTree; + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; if (dock_hierarchy) window = window->RootWindowDockTree; } - return window; + return window; } bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) { - ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); - if (window_root == potential_parent) - return true; - while (window != NULL) - { - if (window == potential_parent) - return true; - if (window == window_root) // end of chain - return false; - window = window->ParentWindow; - } - return false; + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; } bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { - if (window->RootWindow == potential_parent) - return true; - while (window != NULL) - { - if (window == potential_parent) - return true; - window = window->ParentWindowInBeginStack; - } - return false; + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; } bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; - // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array - const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); - if (display_layer_delta != 0) - return display_layer_delta > 0; + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; - for (int i = g.Windows.Size - 1; i >= 0; i--) - { - ImGuiWindow* candidate_window = g.Windows[i]; - if (candidate_window == potential_above) - return true; - if (candidate_window == potential_below) - return false; - } - return false; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; } +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function - ImGuiContext& g = *GImGui; - ImGuiWindow* ref_window = g.HoveredWindow; - ImGuiWindow* cur_window = g.CurrentWindow; - if (ref_window == NULL) - return false; - - if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) - { - IM_ASSERT(cur_window); // Not inside a Begin()/End() - const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; - const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; - if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); - - bool result; - if (flags & ImGuiHoveredFlags_ChildWindows) - result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); - else - result = (ref_window == cur_window); - if (!result) - return false; - } - - if (!IsWindowContentHoverable(ref_window, flags)) - return false; - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) - return false; - return true; + IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!"); + + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; } bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* ref_window = g.NavWindow; - ImGuiWindow* cur_window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; - if (ref_window == NULL) - return false; - if (flags & ImGuiFocusedFlags_AnyWindow) - return true; + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; - IM_ASSERT(cur_window); // Not inside a Begin()/End() - const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; - const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; - if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); - if (flags & ImGuiHoveredFlags_ChildWindows) - return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); - else - return (ref_window == cur_window); + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); } ImGuiID ImGui::GetWindowDockID() { - ImGuiContext& g = *GImGui; - return g.CurrentWindow->DockId; + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; } bool ImGui::IsWindowDocked() { - ImGuiContext& g = *GImGui; - return g.CurrentWindow->DockIsActive; + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) @@ -7675,571 +8084,674 @@ bool ImGui::IsWindowDocked() // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Size.x; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; } float ImGui::GetWindowHeight() { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Size.y; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; } ImVec2 ImGui::GetWindowPos() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - return window->Pos; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; } void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowPosAllowFlags & cond) == 0) - return; + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); - // Set - const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); - ImVec2 offset = window->Pos - old_pos; - window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. - window->DC.IdealMaxPos += offset; - window->DC.CursorStartPos += offset; + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) { - ImGuiWindow* window = GetCurrentWindowRead(); - SetWindowPos(window, pos, cond); + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); } void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowPos(window, pos, cond); + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); } ImVec2 ImGui::GetWindowSize() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Size; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; } void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) - return; - - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - - // Set - if (size.x > 0.0f) - { - window->AutoFitFramesX = 0; - window->SizeFull.x = IM_FLOOR(size.x); - } - else - { - window->AutoFitFramesX = 2; - window->AutoFitOnlyGrows = false; - } - if (size.y > 0.0f) - { - window->AutoFitFramesY = 0; - window->SizeFull.y = IM_FLOOR(size.y); - } - else - { - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); } void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) { - SetWindowSize(GImGui->CurrentWindow, size, cond); + SetWindowSize(GImGui->CurrentWindow, size, cond); } void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowSize(window, size, cond); + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); } void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) - return; - window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - // Set - window->Collapsed = collapsed; + // Set + window->Collapsed = collapsed; } void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) { - IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters - window->HitTestHoleSize = Imivec2h(size); - window->HitTestHoleOffset = Imivec2h(pos - window->Pos); + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; } void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { - SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); } bool ImGui::IsWindowCollapsed() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Collapsed; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; } bool ImGui::IsWindowAppearing() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Appearing; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; } void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowCollapsed(window, collapsed, cond); + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); } void ImGui::SetWindowFocus() { - FocusWindow(GImGui->CurrentWindow); + FocusWindow(GImGui->CurrentWindow); } void ImGui::SetWindowFocus(const char* name) { - if (name) - { - if (ImGuiWindow* window = FindWindowByName(name)) - FocusWindow(window); - } - else - { - FocusWindow(NULL); - } + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } } void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { - ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; - g.NextWindowData.PosVal = pos; - g.NextWindowData.PosPivotVal = pivot; - g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; - g.NextWindowData.PosUndock = true; + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; - g.NextWindowData.SizeVal = size; - g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; - g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); - g.NextWindowData.SizeCallback = custom_callback; - g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } // Content size = inner scrollable rectangle, padded with WindowPadding. // SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = ImFloor(size); + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; - g.NextWindowData.ScrollVal = scroll; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; - g.NextWindowData.CollapsedVal = collapsed; - g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowFocus() { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; - g.NextWindowData.BgAlphaVal = alpha; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; } void ImGui::SetNextWindowViewport(ImGuiID id) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; - g.NextWindowData.ViewportId = id; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; - g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; - g.NextWindowData.DockId = id; + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; } void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { - ImGuiContext& g = *GImGui; - IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; - g.NextWindowData.WindowClass = *window_class; + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; } ImDrawList* ImGui::GetWindowDrawList() { - ImGuiWindow* window = GetCurrentWindow(); - return window->DrawList; + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; } float ImGui::GetWindowDpiScale() { - ImGuiContext& g = *GImGui; - return g.CurrentDpiScale; + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; } ImGuiViewport* ImGui::GetWindowViewport() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); - return g.CurrentViewport; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; } ImFont* ImGui::GetFont() { - return GImGui->Font; + return GImGui->Font; } float ImGui::GetFontSize() { - return GImGui->FontSize; + return GImGui->FontSize; } ImVec2 ImGui::GetFontTexUvWhitePixel() { - return GImGui->DrawListSharedData.TexUvWhitePixel; + return GImGui->DrawListSharedData.TexUvWhitePixel; } void ImGui::SetWindowFontScale(float scale) { - IM_ASSERT(scale > 0.0f); - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->FontWindowScale = scale; - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -void ImGui::ActivateItem(ImGuiID id) +void ImGui::PushFocusScope(ImGuiID id) { - ImGuiContext& g = *GImGui; - g.NavNextActivateId = id; - g.NavNextActivateFlags = ImGuiActivateFlags_None; + ImGuiContext& g = *GImGui; + g.FocusScopeStack.push_back(id); + g.CurrentFocusScopeId = id; } -void ImGui::PushFocusScope(ImGuiID id) +void ImGui::PopFocusScope() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); - window->DC.NavFocusScopeIdCurrent = id; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; } -void ImGui::PopFocusScope() +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? - window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); - g.FocusScopeStack.pop_back(); + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; } +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? void ImGui::SetKeyboardFocusHere(int offset) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(offset >= -1); // -1 is allowed but not below - g.NavWindow = window; - ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; - NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. - if (offset == -1) - { - NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); - } - else - { - g.NavTabbingDir = 1; - g.NavTabbingCounter = offset + 1; - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } } void ImGui::SetItemDefaultFocus() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!window->Appearing) - return; - if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) - return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; - g.NavInitRequest = false; - g.NavInitResultId = g.LastItemData.ID; - g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); - NavUpdateAnyRequestFlag(); + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); - // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) - if (!IsItemVisible()) - ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) { - ImGuiWindow* window = GImGui->CurrentWindow; - window->DC.StateStorage = tree ? tree : &window->StateStorage; + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; } ImGuiStorage* ImGui::GetStateStorage() { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->DC.StateStorage; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; } void ImGui::PushID(const char* str_id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); - window->IDStack.push_back(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); } void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); - window->IDStack.push_back(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); } void ImGui::PushID(const void* ptr_id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); - window->IDStack.push_back(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); } void ImGui::PushID(int int_id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); - window->IDStack.push_back(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); } // Push a given id value ignoring the ID stack as a seed. void ImGui::PushOverrideID(ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.DebugHookIdInfo == id) - DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); - window->IDStack.push_back(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); + window->IDStack.push_back(id); } // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call -// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. // for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; } void ImGui::PopID() { - ImGuiWindow* window = GImGui->CurrentWindow; - IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? - window->IDStack.pop_back(); + ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + window->IDStack.pop_back(); } ImGuiID ImGui::GetID(const char* str_id) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(str_id); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); } ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(str_id_begin, str_id_end); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); } ImGuiID ImGui::GetID(const void* ptr_id) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(ptr_id); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); } bool ImGui::IsRectVisible(const ImVec2& size) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); } bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } //----------------------------------------------------------------------------- // [SECTION] INPUTS //----------------------------------------------------------------------------- +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) { - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + ImGuiContext& g = *ctx; - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) - return false; - return true; -} + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(ctx, key); -ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) -{ - ImGuiContext& g = *GImGui; - int index; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); - if (IsLegacyKey(key)) - index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native - else - index = key; + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1) + key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native #else - IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); - index = key - ImGuiKey_NamedKey_BEGIN; + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); #endif - return &g.IO.KeysData[index]; + return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO -int ImGui::GetKeyIndex(ImGuiKey key) +ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) { - ImGuiContext& g = *GImGui; - IM_ASSERT(IsNamedKey(key)); - const ImGuiKeyData* key_data = GetKeyData(key); - return (int)(key_data - g.IO.KeysData); + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (ImGuiKey)(key_data - g.IO.KeysData); } #endif // Those names a provided for debugging purpose and are not meant to be saved persistently not compared. static const char* const GKeyNames[] = { - "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", - "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", - "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", - "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", - "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", - "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", - "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", - "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", - "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", - "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", - "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", - "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight", - "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", - "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", - "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", - "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight", - "ModCtrl", "ModShift", "ModAlt", "ModSuper" + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. }; IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); const char* ImGui::GetKeyName(ImGuiKey key) { + ImGuiContext& g = *GImGui; #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); #else - if (IsLegacyKey(key)) - { - ImGuiIO& io = GetIO(); - if (io.KeyMap[key] == -1) - return "N/A"; - IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); - key = (ImGuiKey)io.KeyMap[key]; - } + if (IsLegacyKey(key)) + { + if (g.IO.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key])); + key = (ImGuiKey)g.IO.KeyMap[key]; + } #endif - if (key == ImGuiKey_None) - return "None"; - if (!IsNamedKey(key)) - return "Unknown"; + if (key == ImGuiKey_None) + return "None"; + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(&g, key); + if (!IsNamedKey(key)) + return "Unknown"; - 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) +// ImGuiMod_Shortcut is translated to either Ctrl or Super. +void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) { - const ImGuiKeyData* key_data = GetKeyData(key); - return key_data->Down; + ImGuiContext& g = *GImGui; + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) @@ -8248,144 +8760,455 @@ bool ImGui::IsKeyDown(ImGuiKey key) // t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) { - if (t1 == 0.0f) - return 1; - if (t0 >= t1) - return 0; - if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); - const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); - const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); - const int count = count_t1 - count_t0; - return count; + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } } +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) { - ImGuiContext& g = *GImGui; - const ImGuiKeyData* key_data = GetKeyData(key); - const float t = key_data->DownDuration; - return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + owner_data->OwnerCurr = routing_entry->RoutingCurr; + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobalHigh +// - 1: ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobalLow +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (flags & ImGuiInputFlags_RouteFocused) + { + ImGuiContext& g = *GImGui; + ImGuiWindow* focused = g.NavWindow; + + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Early out when not in focus stack + if (focused == NULL || focused->RootWindow != location->RootWindow) + return 255; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + for (int next_score = 3; focused != NULL; next_score++) + { + if (focused == location) + { + IM_ASSERT(next_score < 255); + return next_score; + } + focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + } + return 255; + } + + // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional + if (flags & ImGuiInputFlags_RouteGlobal) + return 2; + if (flags & ImGuiInputFlags_RouteGlobalLow) + return 254; + return 0; +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) +// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + if (flags & ImGuiInputFlags_RouteAlways) + return true; + + const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = routing_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + return routing_data->RoutingCurr == routing_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// 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) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; } bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { - ImGuiContext& g = *GImGui; - const ImGuiKeyData* key_data = GetKeyData(key); - const float t = key_data->DownDuration; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; + return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + bool pressed = (t == 0.0f); + if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; } bool ImGui::IsKeyReleased(ImGuiKey key) { - const ImGuiKeyData* key_data = GetKeyData(key); - return key_data->DownDurationPrev >= 0.0f && !key_data->Down; + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; } bool ImGui::IsMouseDown(ImGuiMouseButton button) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. } bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); - if (amount > 0) - return true; - } - return false; + return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; } bool ImGui::IsMouseReleased(ImGuiMouseButton button) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) } bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseClickedCount[button] == 2; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); } int ImGui::GetMouseClickedCount(ImGuiMouseButton button) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseClickedCount[button]; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; } // Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. // [Internal] This doesn't test if the button is pressed bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; } bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; - return IsMouseDragPastThreshold(button, lock_threshold); + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); } ImVec2 ImGui::GetMousePos() { - ImGuiContext& g = *GImGui; - return g.IO.MousePos; + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); } // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { - ImGuiContext& g = *GImGui; - if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; - return g.IO.MousePos; + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; } // We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) { - // The assert is only to silence a false-positive in XCode Static Analysis. - // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). - IM_ASSERT(GImGui != NULL); - const float MOUSE_INVALID = -256000.0f; - ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; - return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } // [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. bool ImGui::IsAnyMouseDown() { - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; } // Return the delta from the initial clicking position while the mouse button is clicked or was just released. @@ -8393,181 +9216,708 @@ bool ImGui::IsAnyMouseDown() // NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; - return ImVec2(0.0f, 0.0f); + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); } void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) { - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; } +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you ImGuiMouseCursor ImGui::GetMouseCursor() { - ImGuiContext& g = *GImGui; - return g.MouseCursor; + ImGuiContext& g = *GImGui; + return g.MouseCursor; } void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { - ImGuiContext& g = *GImGui; - g.MouseCursor = cursor_type; + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; } -void ImGui::CaptureKeyboardFromApp(bool capture) +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) { - ImGuiContext& g = *GImGui; - g.WantCaptureKeyboardNextFrame = capture ? 1 : 0; + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; } -void ImGui::CaptureMouseFromApp(bool capture) +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() { - ImGuiContext& g = *GImGui; - g.WantCaptureMouseNextFrame = capture ? 1 : 0; + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; } -static const char* GetInputSourceName(ImGuiInputSource source) +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; + GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; + GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; + GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; + } + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif +#endif + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyXXX values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; - IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); - return input_source_names[source]; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // 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. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) + g.NavDisableMouseHover = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; } +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // 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. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif // Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) // - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) void ImGui::UpdateInputEvents(bool trickle_fast_inputs) { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false; - int mouse_button_changed = 0x00; - ImBitArray key_changed_mask; - - int event_n = 0; - for (; event_n < g.InputEventsQueue.Size; event_n++) - { - const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; - if (e->Type == ImGuiInputEventType_MousePos) - { - ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); - if (IsMousePosValid(&event_pos)) - event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() - if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) - { - // Trickling Rule: Stop processing queued events if we already handled a mouse button change - if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed)) - break; - io.MousePos = event_pos; - mouse_moved = true; - } - } - else if (e->Type == ImGuiInputEventType_MouseButton) - { - const ImGuiMouseButton button = e->MouseButton.Button; - IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); - if (io.MouseDown[button] != e->MouseButton.Down) - { - // Trickling Rule: Stop processing queued events if we got multiple action on the same button - if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) - break; - io.MouseDown[button] = e->MouseButton.Down; - mouse_button_changed |= (1 << button); - } - } - else if (e->Type == ImGuiInputEventType_MouseWheel) - { - if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) - { - // Trickling Rule: Stop processing queued events if we got multiple action on the event - if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0)) - break; - io.MouseWheelH += e->MouseWheel.WheelX; - io.MouseWheel += e->MouseWheel.WheelY; - mouse_wheeled = true; - } - } - else if (e->Type == ImGuiInputEventType_MouseViewport) - { - io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; - } - else if (e->Type == ImGuiInputEventType_Key) - { - ImGuiKey key = e->Key.Key; - IM_ASSERT(key != ImGuiKey_None); - const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); - ImGuiKeyData* keydata = &io.KeysData[keydata_index]; - if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) - { - // Trickling Rule: Stop processing queued events if we got multiple action on the same button - if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0)) - break; - keydata->Down = e->Key.Down; - keydata->AnalogValue = e->Key.AnalogValue; - key_changed = true; - key_changed_mask.SetBit(keydata_index); - - if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) - { - if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } - if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } - if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } - if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } - io.KeyMods = GetMergedKeyModFlags(); - } - } - } - else if (e->Type == ImGuiInputEventType_Char) - { - // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with - if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) - break; - unsigned int c = e->Text.Char; - io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); - text_inputed = true; - } - else if (e->Type == ImGuiInputEventType_Focus) - { - // We intentionally overwrite this and process lower, in order to give a chance - // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. - io.AppFocusLost = !e->AppFocused.Focused; - } - else - { - IM_ASSERT(0 && "Unknown event!"); - } - } + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + break; + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key_data_index] = key_data->Down; + if (io.KeyMap[key_data_index] != -1) + io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; +#endif + } + else if (e->Type == ImGuiInputEventType_Text) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif - // Record trail (for domain-specific applications wanting to access a precise trail) - //if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); - for (int n = 0; n < event_n; n++) - g.InputEventsTrail.push_back(g.InputEventsQueue[n]); - - // Remaining events will be processed on the next frame - if (event_n == g.InputEventsQueue.Size) - g.InputEventsQueue.resize(0); - else - g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); - - // Clear buttons state when focus is lost - // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) - if (g.IO.AppFocusLost) - { - g.IO.ClearInputKeys(); - g.IO.AppFocusLost = false; - } + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + g.IO.ClearInputKeys(); +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrModKey(key)) + return ImGuiKeyOwner_None; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_None; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrModKey(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, mods); + if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_)))) + return false; + return true; +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + if (!SetShortcutRouting(key_chord, owner_id, flags)) + return false; + + if (!IsKeyChordPressed(key_chord, owner_id, flags)) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; } @@ -8577,134 +9927,178 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +// If this triggers you have an issue: +// - Most commonly: mismatched headers and compiled code version. +// - Or: mismatched configuration #define, compilation settings, packing pragma etc. +// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, +// which is way it is required you put them in your imconfig file (and not just before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { - bool error = false; - if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } - if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } - if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } - if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } - if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } - if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } - if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } - return !error; + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif } static void ImGui::ErrorCheckNewFrameSanityChecks() { - ImGuiContext& g = *GImGui; - - // Check user IM_ASSERT macro - // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! - // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. - // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) - // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! - // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! - if (true) IM_ASSERT(1); else IM_ASSERT(0); - - // Check user data - // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) - IM_ASSERT(g.Initialized); - IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations - IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); - IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); - // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); #endif - // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) - g.IO.ConfigWindowsResizeFromEdges = false; - - // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. - if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) - IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); - if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) - IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); - - // Perform simple checks: multi-viewport and platform windows support - if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) - { - IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); - IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); - IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); - if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); - } - else - { - // Disable feature, our backends do not support it - g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; - } - - // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) - { - ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; - IM_UNUSED(mon); - IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); - IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); - IM_ASSERT(mon.DpiScale != 0.0f); - } - } + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale != 0.0f); + } + } } static void ImGui::ErrorCheckEndFrameSanityChecks() { - ImGuiContext& g = *GImGui; - - // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() - // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). - // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will - // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. - // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), - // while still correctly asserting on mid-frame key press events. - const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(key_mod_flags); - - // Recover from errors - //ErrorCheckEndFrameRecover(); - - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) - End(); - } - else - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } - - IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); + ImGuiContext& g = *GImGui; + + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). + //ErrorCheckEndFrameRecover(); + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended! + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + IM_UNUSED(window); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); } // Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. @@ -8714,130 +10108,132 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() // FIXME: Can't recover from interleaved BeginTabBar/Begin void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) { - // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" - ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) //-V1044 - { - ErrorCheckEndWindowRecover(log_callback, user_data); - ImGuiWindow* window = g.CurrentWindow; - if (g.CurrentWindowStack.Size == 1) - { - IM_ASSERT(window->IsFallbackWindow); - break; - } - IM_ASSERT(window == g.CurrentWindow); - if (window->Flags & ImGuiWindowFlags_ChildWindow) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); - EndChild(); - } - else - { - if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); - End(); - } - } + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > 0) //-V1044 + { + ErrorCheckEndWindowRecover(log_callback, user_data); + ImGuiWindow* window = g.CurrentWindow; + if (g.CurrentWindowStack.Size == 1) + { + IM_ASSERT(window->IsFallbackWindow); + break; + } + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + EndChild(); + } + else + { + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + End(); + } + } } // Must be called before End()/EndChild() void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) { - ImGuiContext& g = *GImGui; - while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); - EndTable(); - } - - ImGuiWindow* window = g.CurrentWindow; - ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); - EndTabBar(); - } - while (window->DC.TreeDepth > 0) - { - if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); - TreePop(); - } - while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); - EndGroup(); - } - while (window->IDStack.Size > 1) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); - PopID(); - } - while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); - EndDisabled(); - } - while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); - PopStyleColor(); - } - while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); - PopItemFlag(); - } - while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); - PopStyleVar(); - } - while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); - PopFocusScope(); - } + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name); + PopFont(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } } // Save current stack sizes for later compare -void ImGuiStackSizes::SetToCurrentState() +void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - SizeOfIDStack = (short)window->IDStack.Size; - SizeOfColorStack = (short)g.ColorStack.Size; - SizeOfStyleVarStack = (short)g.StyleVarStack.Size; - SizeOfFontStack = (short)g.FontStack.Size; - SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; - SizeOfGroupStack = (short)g.GroupStack.Size; - SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; - SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; - SizeOfDisabledStack = (short)g.DisabledStackSize; + ImGuiContext& g = *ctx; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; + SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors -void ImGuiStackSizes::CompareWithCurrentState() +void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_UNUSED(window); + ImGuiContext& g = *ctx; + ImGuiWindow* window = g.CurrentWindow; + IM_UNUSED(window); - // Window stacks - // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - //IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); - IM_ASSERT(0 == window->DC.LayoutStack.Size && (!window->DC.LayoutStack.Size || window->DC.LayoutStack.back()->Type == ImGuiLayoutType_Horizontal) && "BeginHorizontal/EndHorizontal Mismatch!"); - IM_ASSERT(0 == window->DC.LayoutStack.Size && (!window->DC.LayoutStack.Size || window->DC.LayoutStack.back()->Type == ImGuiLayoutType_Vertical) && "BeginVertical/EndVertical Mismatch!"); + // Window stacks + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); - // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); - IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); - IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); - IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); - IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); - IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); - IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); - IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } @@ -8870,306 +10266,310 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() -// Also see in imgui_widgets: tab bars, columns. +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- // Advance cursor given item size for layout. // Register minimum needed size so it can extend the bounding box used for auto-fit calculation. // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - ImGuiLayoutType layout_type = window->DC.LayoutType; - if (window->DC.CurrentLayout) - layout_type = window->DC.CurrentLayout->Type; - - if (layout_type == ImGuiLayoutType_Vertical) - { - // We increase the height in this function to accommodate for baseline offset. - // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, - // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. - const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); - - // Always align ourselves on pixel boundaries - //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); - //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - - window->DC.PrevLineSize.x = 0.0f; - window->DC.PrevLineSize.y = line_height; - window->DC.CurrLineSize.y = 0.0f; - window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); - window->DC.CurrLineTextBaseOffset = 0.0f; - } - else - { - const float line_width = ImMax(window->DC.CurrLineSize.x, size.x); - - // Always align ourselves on pixel boundaries - //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y + size.y; - window->DC.CursorPos.x = IM_FLOOR(window->DC.CursorPos.x + line_width + g.Style.ItemSpacing.x); - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPosPrevLine.y - size.y); - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x - g.Style.ItemSpacing.x); - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPosPrevLine.y); - //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - - window->DC.PrevLineSize.x = line_width; - window->DC.PrevLineSize.y = 0.0f; - window->DC.CurrLineSize.x = 0.0f; - window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; - } -} + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); } // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Set item data - // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) - g.LastItemData.ID = id; - g.LastItemData.Rect = bb; - g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; - g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; - g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; - - // Directional navigation processing - if (id != 0) - { - // Runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(); - - // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". - // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". - // READ THE FAQ: https://dearimgui.org/faq - IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); - - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakId) - { - IM_DEBUG_BREAK(); - g.DebugItemPickerBreakId = 0; - } -#endif - } - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - - if (window->DC.CurrentLayoutItem) - window->DC.CurrentLayoutItem->MeasuredBounds.Max = ImMax(window->DC.CurrentLayoutItem->MeasuredBounds.Max, bb.Max); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); + } + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); #endif - // Clipping test - const bool is_clipped = IsClippedEx(bb, id); - if (is_clipped) - return false; - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + // Clipping test + // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // return false; + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId)) + if (!g.LogEnabled) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (IsMouseHoveringRect(bb.Min, bb.Max)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; } // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item // offset_from_start_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - if (offset_from_start_x != 0.0f) - { - if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - else - { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; - window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - window->DC.CurrLineSize = window->DC.PrevLineSize; - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; } void ImGui::SetCursorScreenPos(const ImVec2& pos) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. // Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. ImVec2 ImGui::GetCursorPos() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos - window->Pos + window->Scroll; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; } float ImGui::GetCursorPosX() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; } float ImGui::GetCursorPosY() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; } void ImGui::SetCursorPos(const ImVec2& local_pos) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosX(float x) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosY(float y) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; } ImVec2 ImGui::GetCursorStartPos() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorStartPos - window->Pos; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; } void ImGui::Indent(float indent_w) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } void ImGui::Unindent(float indent_w) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } // Affect large frame+labels widgets only. void ImGui::SetNextItemWidth(float item_width) { - ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; - g.NextItemData.Width = item_width; + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; } // FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 2; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); - window->DC.ItemWidthStack.pop_back(); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). // The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() float ImGui::CalcItemWidth() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float w; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) - w = g.NextItemData.Width; - else - w = window->DC.ItemWidth; - if (w < 0.0f) - { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); - } - w = IM_FLOOR(w); - return w; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_TRUNC(w); + return w; } // [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). @@ -9178,47 +10578,48 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - ImVec2 region_max; - if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); - if (size.x == 0.0f) - size.x = default_w; - else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); - if (size.y == 0.0f) - size.y = default_h; - else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); - return size; + return size; } float ImGui::GetTextLineHeight() { - ImGuiContext& g = *GImGui; - return g.FontSize; + ImGuiContext& g = *GImGui; + return g.FontSize; } float ImGui::GetTextLineHeightWithSpacing() { - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.ItemSpacing.y; + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; } float ImGui::GetFrameHeight() { - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; } float ImGui::GetFrameHeightWithSpacing() { - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } // FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! @@ -9226,42 +10627,38 @@ float ImGui::GetFrameHeightWithSpacing() // FIXME: This is in window space (not screen space!). ImVec2 ImGui::GetContentRegionMax() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns || g.CurrentTable) - mx.x = window->WorkRect.Max.x - window->Pos.x; - return mx; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->Pos; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. ImVec2 ImGui::GetContentRegionMaxAbs() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max; - if (window->DC.CurrentColumns || g.CurrentTable) - mx.x = window->WorkRect.Max.x; - return mx; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx; } ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.Min - window->Pos; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.Max - window->Pos; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; } // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) @@ -9269,1095 +10666,436 @@ ImVec2 ImGui::GetWindowContentRegionMax() // FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - g.GroupStack.resize(g.GroupStack.Size + 1); - ImGuiGroupData& group_data = g.GroupStack.back(); - group_data.WindowID = window->ID; - group_data.BackupCursorPos = window->DC.CursorPos; - group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; - group_data.BackupIndent = window->DC.Indent; - group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrLineSize = window->DC.CurrLineSize; - group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; - group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; - group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.EmitItem = true; - - window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; - window->DC.Indent = window->DC.GroupOffset; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls - - ImGuiGroupData& group_data = g.GroupStack.back(); - IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? - - ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - - window->DC.CursorPos = group_data.BackupCursorPos; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); - window->DC.Indent = group_data.BackupIndent; - window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrLineSize = group_data.BackupCurrLineSize; - window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; - if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return - - if (!group_data.EmitItem) - { - g.GroupStack.pop_back(); - return; - } - - window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize()); - ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); - - // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. - // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // Also if you grep for LastItemId you'll notice it is only used in that context. - // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) - const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); - if (group_contains_curr_active_id) - g.LastItemData.ID = g.ActiveId; - else if (group_contains_prev_active_id) - g.LastItemData.ID = g.ActiveIdPreviousFrame; - g.LastItemData.Rect = group_bb; - - // Forward Hovered flag - const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; - if (group_contains_curr_hovered_id) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; - - // Forward Edited flag - if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; - - // Forward Deactivated flag - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; - if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; - - g.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_prev_active_id) + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } //----------------------------------------------------------------------------- -// [SECTION] STACK LAYOUT +// [SECTION] SCROLLING //----------------------------------------------------------------------------- -static ImGuiLayout* ImGui::FindLayout(ImGuiID id, ImGuiLayoutType type) +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) { - IM_ASSERT(type == ImGuiLayoutType_Horizontal || type == ImGuiLayoutType_Vertical); - - ImGuiWindow* window = GetCurrentWindow(); - ImGuiLayout* layout = (ImGuiLayout*)window->DC.Layouts.GetVoidPtr(id); - if (!layout) - return NULL; - - if (layout->Type != type) - { - layout->Type = type; - layout->MinimumSize = ImVec2(0.0f, 0.0f); - layout->Items.clear(); - } - - return layout; + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; } -static ImGuiLayout* ImGui::CreateNewLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size) +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { - IM_ASSERT(type == ImGuiLayoutType_Horizontal || type == ImGuiLayoutType_Vertical); - - ImGuiWindow* window = GetCurrentWindow(); - - ImGuiLayout* layout = IM_NEW(ImGuiLayout)(id, type); - layout->Size = size; - - window->DC.Layouts.SetVoidPtr(id, layout); - - return layout; + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; } -static void ImGui::BeginLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size, float align) +void ImGui::ScrollToItem(ImGuiScrollFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - - PushID(id); - - // Find or create - ImGuiLayout* layout = FindLayout(id, type); - if (!layout) - layout = CreateNewLayout(id, type, size); - - layout->Live = true; - - PushLayout(layout); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} - if (layout->Size.x != size.x || layout->Size.y != size.y) - layout->Size = size; +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} - if (align < 0.0f) - layout->Align = -1.0f; - else - layout->Align = ImClamp(align, 0.0f, 1.0f); +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} - // Start capture - layout->CurrentItemIndex = 0; +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} - layout->CurrentSize.x = layout->Size.x > 0.0f ? layout->Size.x : layout->MinimumSize.x; - layout->CurrentSize.y = layout->Size.y > 0.0f ? layout->Size.y : layout->MinimumSize.y; +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} - layout->StartPos = window->DC.CursorPos; - layout->StartCursorMaxPos = window->DC.CursorMaxPos; +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} - if (type == ImGuiLayoutType_Vertical) - { - // Push empty item to recalculate cursor position. - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f)); - Dummy(ImVec2(0.0f, 0.0f)); - PopStyleVar(); +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} - // Indent horizontal position to match edge of the layout. - layout->Indent = layout->StartPos.x - window->DC.CursorPos.x; - SignedIndent(layout->Indent); - } +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} - BeginLayoutItem(*layout); +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; } -static void ImGui::EndLayout(ImGuiLayoutType type) +void ImGui::SetScrollX(float scroll_x) { - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(window->DC.CurrentLayout); - IM_ASSERT(window->DC.CurrentLayout->Type == type); + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} - ImGuiLayout* layout = window->DC.CurrentLayout; - - EndLayoutItem(*layout); - - if (layout->CurrentItemIndex < layout->Items.Size) - layout->Items.resize(layout->CurrentItemIndex); - - if (layout->Type == ImGuiLayoutType_Vertical) - SignedIndent(-layout->Indent); - - PopLayout(layout); - - const bool auto_width = layout->Size.x <= 0.0f; - const bool auto_height = layout->Size.y <= 0.0f; - - ImVec2 new_size = layout->Size; - if (auto_width) - new_size.x = layout->CurrentSize.x; - if (auto_height) - new_size.y = layout->CurrentSize.y; - - ImVec2 new_minimum_size = CalculateLayoutSize(*layout, true); - - if (new_minimum_size.x != layout->MinimumSize.x || new_minimum_size.y != layout->MinimumSize.y) - { - layout->MinimumSize = new_minimum_size; - - // Shrink - if (auto_width) - new_size.x = new_minimum_size.x; - if (auto_height) - new_size.y = new_minimum_size.y; - } - - if (!auto_width) - new_size.x = layout->Size.x; - if (!auto_height) - new_size.y = layout->Size.y; - - layout->CurrentSize = new_size; - - ImVec2 measured_size = new_size; - if ((auto_width || auto_height) && layout->Parent) - { - if (layout->Type == ImGuiLayoutType_Horizontal && auto_width && layout->Parent->CurrentSize.x > 0) - layout->CurrentSize.x = layout->Parent->CurrentSize.x; - else if (layout->Type == ImGuiLayoutType_Vertical && auto_height && layout->Parent->CurrentSize.y > 0) - layout->CurrentSize.y = layout->Parent->CurrentSize.y; - - BalanceLayoutSprings(*layout); - - measured_size = layout->CurrentSize; - } - - layout->CurrentSize = new_size; - - PopID(); - - ImVec2 current_layout_item_max = ImVec2(0.0f, 0.0f); - if (window->DC.CurrentLayoutItem) - current_layout_item_max = ImMax(window->DC.CurrentLayoutItem->MeasuredBounds.Max, layout->StartPos + new_size); - - window->DC.CursorPos = layout->StartPos; - window->DC.CursorMaxPos = layout->StartCursorMaxPos; - ItemSize(new_size); - ItemAdd(ImRect(layout->StartPos, layout->StartPos + measured_size), 0); - - if (window->DC.CurrentLayoutItem) - window->DC.CurrentLayoutItem->MeasuredBounds.Max = current_layout_item_max; - - if (layout->Parent == NULL) - BalanceChildLayouts(*layout); - - //window->DrawList->AddRect(layout->StartPos, layout->StartPos + measured_size, IM_COL32(0,255,0,255)); // [DEBUG] - //window->DrawList->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] -} - -static ImVec2 ImGui::CalculateLayoutSize(ImGuiLayout& layout, bool collapse_springs) -{ - ImVec2 bounds = ImVec2(0.0f, 0.0f); - - if (layout.Type == ImGuiLayoutType_Vertical) - { - for (int i = 0; i < layout.Items.Size; i++) - { - ImGuiLayoutItem& item = layout.Items[i]; - ImVec2 item_size = item.MeasuredBounds.GetSize(); - - if (item.Type == ImGuiLayoutItemType_Item) - { - bounds.x = ImMax(bounds.x, item_size.x); - bounds.y += item_size.y; - } - else - { - bounds.y += ImFloor(item.SpringSpacing); - - if (!collapse_springs) - bounds.y += item.SpringSize; - } - } - } - else - { - for (int i = 0; i < layout.Items.Size; i++) - { - ImGuiLayoutItem& item = layout.Items[i]; - ImVec2 item_size = item.MeasuredBounds.GetSize(); - - if (item.Type == ImGuiLayoutItemType_Item) - { - bounds.x += item_size.x; - bounds.y = ImMax(bounds.y, item_size.y); - } - else - { - bounds.x += ImFloor(item.SpringSpacing); - - if (!collapse_springs) - bounds.x += item.SpringSize; - } - } - } - - return bounds; -} - -static void ImGui::PushLayout(ImGuiLayout* layout) -{ - ImGuiWindow* window = GetCurrentWindow(); - - if (layout) - { - layout->Parent = window->DC.CurrentLayout; - if (layout->Parent != NULL) - layout->ParentItemIndex = layout->Parent->CurrentItemIndex; - if (window->DC.CurrentLayout) - { - layout->NextSibling = window->DC.CurrentLayout->FirstChild; - layout->FirstChild = NULL; - window->DC.CurrentLayout->FirstChild = layout; - } - else - { - layout->NextSibling = NULL; - layout->FirstChild = NULL; - } - } - - window->DC.LayoutStack.push_back(layout); - window->DC.CurrentLayout = layout; - window->DC.CurrentLayoutItem = NULL; -} - -static void ImGui::PopLayout(ImGuiLayout* layout) -{ - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(!window->DC.LayoutStack.empty()); - IM_ASSERT(window->DC.LayoutStack.back() == layout); - - window->DC.LayoutStack.pop_back(); - - if (!window->DC.LayoutStack.empty()) - { - window->DC.CurrentLayout = window->DC.LayoutStack.back(); - window->DC.CurrentLayoutItem = &window->DC.CurrentLayout->Items[window->DC.CurrentLayout->CurrentItemIndex]; - } - else - { - window->DC.CurrentLayout = NULL; - window->DC.CurrentLayoutItem = NULL; - } -} - -static void ImGui::BalanceLayoutSprings(ImGuiLayout& layout) -{ - // Accumulate amount of occupied space and springs weights - float total_spring_weight = 0.0f; - - int last_spring_item_index = -1; - for (int i = 0; i < layout.Items.Size; i++) - { - ImGuiLayoutItem& item = layout.Items[i]; - if (item.Type == ImGuiLayoutItemType_Spring) - { - total_spring_weight += item.SpringWeight; - last_spring_item_index = i; - } - } - - // Determine occupied space and available space depending on layout type - const bool is_horizontal = (layout.Type == ImGuiLayoutType_Horizontal); - const bool is_auto_sized = ((is_horizontal ? layout.Size.x : layout.Size.y) <= 0.0f) && (layout.Parent == NULL); - const float occupied_space = is_horizontal ? layout.MinimumSize.x : layout.MinimumSize.y; - const float available_space = is_auto_sized ? occupied_space : (is_horizontal ? layout.CurrentSize.x : layout.CurrentSize.y); - const float free_space = ImMax(available_space - occupied_space, 0.0f); - - float span_start = 0.0f; - float current_weight = 0.0f; - for (int i = 0; i < layout.Items.Size; i++) - { - ImGuiLayoutItem& item = layout.Items[i]; - if (item.Type != ImGuiLayoutItemType_Spring) - continue; - - float last_spring_size = item.SpringSize; - - if (free_space > 0.0f && total_spring_weight > 0.0f) - { - float next_weight = current_weight + item.SpringWeight; - float span_end = ImFloor((i == last_spring_item_index) ? free_space : (free_space * next_weight / total_spring_weight)); - float spring_size = span_end - span_start; - item.SpringSize = spring_size; - span_start = span_end; - current_weight = next_weight; - } - else - { - item.SpringSize = 0.0f; - } - - // If spring changed its size, fix positioning of following items to avoid one frame visual bugs. - if (last_spring_size != item.SpringSize) - { - float difference = item.SpringSize - last_spring_size; - - ImVec2 offset = is_horizontal ? ImVec2(difference, 0.0f) : ImVec2(0.0f, difference); - - item.MeasuredBounds.Max += offset; - - for (int j = i + 1; j < layout.Items.Size; j++) - { - ImGuiLayoutItem& translated_item = layout.Items[j]; - - TranslateLayoutItem(translated_item, offset); - - translated_item.MeasuredBounds.Min += offset; - translated_item.MeasuredBounds.Max += offset; - } - } - } -} - -static ImVec2 ImGui::BalanceLayoutItemAlignment(ImGuiLayout& layout, ImGuiLayoutItem& item) -{ - // Fixup item alignment if necessary. - ImVec2 position_correction = ImVec2(0.0f, 0.0f); - if (item.CurrentAlign > 0.0f) - { - float item_align_offset = CalculateLayoutItemAlignmentOffset(layout, item); - if (item.CurrentAlignOffset != item_align_offset) - { - float offset = item_align_offset - item.CurrentAlignOffset; - - if (layout.Type == ImGuiLayoutType_Horizontal) - position_correction.y = offset; - else - position_correction.x = offset; - - TranslateLayoutItem(item, position_correction); - - item.CurrentAlignOffset = item_align_offset; - } - } - - return position_correction; -} - -static void ImGui::BalanceLayoutItemsAlignment(ImGuiLayout& layout) -{ - for (int i = 0; i < layout.Items.Size; ++i) - { - ImGuiLayoutItem& item = layout.Items[i]; - BalanceLayoutItemAlignment(layout, item); - } -} - -static bool HasAnyNonZeroSpring(ImGuiLayout& layout) -{ - for (int i = 0; i < layout.Items.Size; ++i) - { - ImGuiLayoutItem& item = layout.Items[i]; - if (item.Type != ImGuiLayoutItemType_Spring) - continue; - if (item.SpringWeight > 0) - return true; - } - return false; -} - -static void ImGui::BalanceChildLayouts(ImGuiLayout& layout) -{ - for (ImGuiLayout* child = layout.FirstChild; child != NULL; child = child->NextSibling) - { - //ImVec2 child_layout_size = child->CurrentSize; - - // Propagate layout size down to child layouts. - // - // TODO: Distribution assume inner layout is only - // element inside parent item and assigns - // all available space to it. - // - // Investigate how to split space between - // adjacent layouts. - // - // Investigate how to measure non-layout items - // to treat them as fixed size blocks. - // - if (child->Type == ImGuiLayoutType_Horizontal && child->Size.x <= 0.0f) - child->CurrentSize.x = layout.CurrentSize.x; - else if (child->Type == ImGuiLayoutType_Vertical && child->Size.y <= 0.0f) - child->CurrentSize.y = layout.CurrentSize.y; - - BalanceChildLayouts(*child); - - //child->CurrentSize = child_layout_size; - - if (HasAnyNonZeroSpring(*child)) - { - // Expand item measured bounds to make alignment correct. - ImGuiLayoutItem& item = layout.Items[child->ParentItemIndex]; - - if (child->Type == ImGuiLayoutType_Horizontal && child->Size.x <= 0.0f) - item.MeasuredBounds.Max.x = ImMax(item.MeasuredBounds.Max.x, item.MeasuredBounds.Min.x + layout.CurrentSize.x); - else if (child->Type == ImGuiLayoutType_Vertical && child->Size.y <= 0.0f) - item.MeasuredBounds.Max.y = ImMax(item.MeasuredBounds.Max.y, item.MeasuredBounds.Min.y + layout.CurrentSize.y); - } - } - - BalanceLayoutSprings(layout); - BalanceLayoutItemsAlignment(layout); -} - -static ImGuiLayoutItem* ImGui::GenerateLayoutItem(ImGuiLayout& layout, ImGuiLayoutItemType type) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(layout.CurrentItemIndex <= layout.Items.Size); - - if (layout.CurrentItemIndex < layout.Items.Size) - { - ImGuiLayoutItem& item = layout.Items[layout.CurrentItemIndex]; - if (item.Type != type) - item = ImGuiLayoutItem(type); - } - else - { - layout.Items.push_back(ImGuiLayoutItem(type)); - } - - g.CurrentWindow->DC.CurrentLayoutItem = &layout.Items[layout.CurrentItemIndex]; - - return &layout.Items[layout.CurrentItemIndex]; -} - -// Calculate how many pixels from top/left layout edge item need to be moved to match -// layout alignment. -static float ImGui::CalculateLayoutItemAlignmentOffset(ImGuiLayout& layout, ImGuiLayoutItem& item) -{ - if (item.CurrentAlign <= 0.0f) - return 0.0f; - - ImVec2 item_size = item.MeasuredBounds.GetSize(); - - float layout_extent = (layout.Type == ImGuiLayoutType_Horizontal) ? layout.CurrentSize.y : layout.CurrentSize.x; - float item_extent = (layout.Type == ImGuiLayoutType_Horizontal) ? item_size.y : item_size.x; - - if (item_extent <= 0/* || layout_extent <= item_extent*/) - return 0.0f; - - float align_offset = ImFloor(item.CurrentAlign * (layout_extent - item_extent)); - - return align_offset; -} - -static void ImGui::TranslateLayoutItem(ImGuiLayoutItem& item, const ImVec2& offset) -{ - if ((offset.x == 0.0f && offset.y == 0.0f) || (item.VertexIndexBegin == item.VertexIndexEnd)) - return; - - //IMGUI_DEBUG_LOG("TranslateLayoutItem by %f,%f\n", offset.x, offset.y); - ImDrawList* draw_list = GetWindowDrawList(); - - ImDrawVert* begin = draw_list->VtxBuffer.Data + item.VertexIndexBegin; - ImDrawVert* end = draw_list->VtxBuffer.Data + item.VertexIndexEnd; - - for (ImDrawVert* vtx = begin; vtx < end; ++vtx) - { - vtx->pos.x += offset.x; - vtx->pos.y += offset.y; - } -} - -static void ImGui::SignedIndent(float indent) -{ - if (indent > 0.0f) - Indent(indent); - else if (indent < 0.0f) - Unindent(-indent); -} - -static void ImGui::BeginLayoutItem(ImGuiLayout& layout) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiLayoutItem& item = *GenerateLayoutItem(layout, ImGuiLayoutItemType_Item); - - item.CurrentAlign = layout.Align; - if (item.CurrentAlign < 0.0f) - item.CurrentAlign = ImClamp(g.Style.LayoutAlign, 0.0f, 1.0f); - - // Align item according to data from previous frame. - // If layout changes in current frame alignment will - // be corrected in EndLayout() to it visualy coherent. - item.CurrentAlignOffset = CalculateLayoutItemAlignmentOffset(layout, item); - if (item.CurrentAlign > 0.0f) - { - if (layout.Type == ImGuiLayoutType_Horizontal) - { - window->DC.CursorPos.y += item.CurrentAlignOffset; - } - else - { - float new_position = window->DC.CursorPos.x + item.CurrentAlignOffset; - - // Make placement behave like in horizontal case when next - // widget is placed at very same Y position. This indent - // make sure for vertical layout placed widgets has same X position. - SignedIndent(item.CurrentAlignOffset); - - window->DC.CursorPos.x = new_position; - } - } - - item.MeasuredBounds.Min = item.MeasuredBounds.Max = window->DC.CursorPos; - item.VertexIndexBegin = item.VertexIndexEnd = window->DrawList->_VtxCurrentIdx; -} - -static void ImGui::EndLayoutItem(ImGuiLayout& layout) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(layout.CurrentItemIndex < layout.Items.Size); - - ImGuiLayoutItem& item = layout.Items[layout.CurrentItemIndex]; - - ImDrawList* draw_list = window->DrawList; - item.VertexIndexEnd = draw_list->_VtxCurrentIdx; - - if (item.CurrentAlign > 0.0f && layout.Type == ImGuiLayoutType_Vertical) - SignedIndent(-item.CurrentAlignOffset); - - // Fixup item alignment in case item size changed in current frame. - ImVec2 position_correction = BalanceLayoutItemAlignment(layout, item); - - item.MeasuredBounds.Min += position_correction; - item.MeasuredBounds.Max += position_correction; - - if (layout.Type == ImGuiLayoutType_Horizontal) - window->DC.CursorPos.y = layout.StartPos.y; - else - window->DC.CursorPos.x = layout.StartPos.x; - - layout.CurrentItemIndex++; -} - -static void ImGui::AddLayoutSpring(ImGuiLayout& layout, float weight, float spacing) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiLayoutItem* previous_item = &layout.Items[layout.CurrentItemIndex]; - - // Undo item padding, spring should consume all space between items. - if (layout.Type == ImGuiLayoutType_Horizontal) - window->DC.CursorPos.x = previous_item->MeasuredBounds.Max.x; - else - window->DC.CursorPos.y = previous_item->MeasuredBounds.Max.y; - - previous_item = NULL; // may be invalid after call to GenerateLayoutItem() - - EndLayoutItem(layout); - - ImGuiLayoutItem* spring_item = GenerateLayoutItem(layout, ImGuiLayoutItemType_Spring); - - spring_item->MeasuredBounds.Min = spring_item->MeasuredBounds.Max = window->DC.CursorPos; - - if (weight < 0.0f) - weight = 0.0f; - - if (spring_item->SpringWeight != weight) - spring_item->SpringWeight = weight; - - if (spacing < 0.0f) - { - ImVec2 style_spacing = g.Style.ItemSpacing; - if (layout.Type == ImGuiLayoutType_Horizontal) - spacing = style_spacing.x; - else - spacing = style_spacing.y; - } - - if (spring_item->SpringSpacing != spacing) - spring_item->SpringSpacing = spacing; - - if (spring_item->SpringSize > 0.0f || spacing > 0.0f) - { - ImVec2 spring_size, spring_spacing; - if (layout.Type == ImGuiLayoutType_Horizontal) - { - spring_spacing = ImVec2(0.0f, g.Style.ItemSpacing.y); - spring_size = ImVec2(spacing + spring_item->SpringSize, layout.CurrentSize.y); - } - else - { - spring_spacing = ImVec2(g.Style.ItemSpacing.x, 0.0f); - spring_size = ImVec2(layout.CurrentSize.x, spacing + spring_item->SpringSize); - } - - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImFloor(spring_spacing)); - Dummy(ImFloor(spring_size)); - PopStyleVar(); - } - - layout.CurrentItemIndex++; - - BeginLayoutItem(layout); -} - -void ImGui::BeginHorizontal(const char* str_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID(str_id), ImGuiLayoutType_Horizontal, size, align); -} - -void ImGui::BeginHorizontal(const void* ptr_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID(ptr_id), ImGuiLayoutType_Horizontal, size, align); -} - -void ImGui::BeginHorizontal(int id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID((void*)(intptr_t)id), ImGuiLayoutType_Horizontal, size, align); -} - -void ImGui::EndHorizontal() -{ - EndLayout(ImGuiLayoutType_Horizontal); -} - -void ImGui::BeginVertical(const char* str_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID(str_id), ImGuiLayoutType_Vertical, size, align); -} - -void ImGui::BeginVertical(const void* ptr_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID(ptr_id), ImGuiLayoutType_Vertical, size, align); -} - -void ImGui::BeginVertical(int id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - BeginLayout(window->GetID((void*)(intptr_t)id), ImGuiLayoutType_Vertical, size, align); -} - -void ImGui::EndVertical() -{ - EndLayout(ImGuiLayoutType_Vertical); -} - -// Inserts spring separator in layout -// weight <= 0 : spring will always have zero size -// weight > 0 : power of current spring -// spacing < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing >= 0 : enforce spacing amount -void ImGui::Spring(float weight/* = 1.0f*/, float spacing/* = -1.0f*/) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(window->DC.CurrentLayout); - - AddLayoutSpring(*window->DC.CurrentLayout, weight, spacing); -} - -void ImGui::SuspendLayout() -{ - PushLayout(NULL); -} - -void ImGui::ResumeLayout() -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.CurrentLayout); - IM_ASSERT(!window->DC.LayoutStack.empty()); - PopLayout(NULL); -} - - -//----------------------------------------------------------------------------- -// [SECTION] SCROLLING -//----------------------------------------------------------------------------- - -// Helper to snap on edges when aiming at an item very close to the edge, -// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. -// When we refactor the scrolling API this may be configurable with a flag? -// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. -static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) -{ - if (target <= snap_min + snap_threshold) - return ImLerp(snap_min, target, center_ratio); - if (target >= snap_max - snap_threshold) - return ImLerp(target, snap_max, center_ratio); - return target; -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) -{ - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float decoration_total_width = window->ScrollbarSizes.x; - float center_x_ratio = window->ScrollTargetCenterRatio.x; - float scroll_target_x = window->ScrollTarget.x; - if (window->ScrollTargetEdgeSnapDist.x > 0.0f) - { - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; - scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); - } - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); - } - if (window->ScrollTarget.y < FLT_MAX) - { - float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; - float center_y_ratio = window->ScrollTargetCenterRatio.y; - float scroll_target_y = window->ScrollTarget.y; - if (window->ScrollTargetEdgeSnapDist.y > 0.0f) - { - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; - scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - } - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); - } - scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); - scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, window->ScrollMax.x); - scroll.y = ImMin(scroll.y, window->ScrollMax.y); - } - return scroll; -} - -void ImGui::ScrollToItem(ImGuiScrollFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ScrollToRectEx(window, g.LastItemData.NavRect, flags); -} - -void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) -{ - ScrollToRectEx(window, item_rect, flags); -} - -// Scroll to keep newly navigated item fully into view -ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) -{ - ImGuiContext& g = *GImGui; - ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - - // Check that only one behavior is selected per axis - IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); - IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); - - // Defaults - ImGuiScrollFlags in_flags = flags; - if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) - flags |= ImGuiScrollFlags_KeepVisibleEdgeX; - if ((flags & ImGuiScrollFlags_MaskY_) == 0) - flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; - - const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; - const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; - const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); - const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); - - if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) - { - if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) - SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); - else if (item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); - } - else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) - { - float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; - SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); - } - - if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) - { - if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) - SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); - } - else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) - { - float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; - SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); - } - - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - ImVec2 delta_scroll = next_scroll - window->Scroll; - - // Also scroll parent window to keep us into view if necessary - if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) - { - // FIXME-SCROLL: May be an option? - if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) - in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; - if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) - in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; - delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); - } - - return delta_scroll; -} - -float ImGui::GetScrollX() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Scroll.x; -} - -float ImGui::GetScrollY() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ScrollMax.x; -} - -float ImGui::GetScrollMaxY() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ScrollMax.y; -} - -void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) -{ - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; - window->ScrollTargetEdgeSnapDist.x = 0.0f; -} - -void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) -{ - window->ScrollTarget.y = scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; - window->ScrollTargetEdgeSnapDist.y = 0.0f; -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiContext& g = *GImGui; - SetScrollX(g.CurrentWindow, scroll_x); -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiContext& g = *GImGui; - SetScrollY(g.CurrentWindow, scroll_y); -} +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} // Note that a local position will vary depending on initial scroll value, // This is a little bit confusing so bear with us: // - local_pos = (absolution_pos - window->Pos) // - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, // and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. -// - They mostly exists because of legacy API. +// - They mostly exist because of legacy API. // Following the rules above, when trying to work with scrolling code, consider that: // - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! // - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense // We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { - IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset - window->ScrollTargetCenterRatio.x = center_x_ratio; - window->ScrollTargetEdgeSnapDist.x = 0.0f; + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; - local_y -= decoration_up_height; - window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset - window->ScrollTargetCenterRatio.y = center_y_ratio; - window->ScrollTargetEdgeSnapDist.y = 0.0f; + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; } void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { - ImGuiContext& g = *GImGui; - SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); } void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) { - ImGuiContext& g = *GImGui; - SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); } // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); - float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); - SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos - // Tweak: snap on edges when aiming at an item very close to the edge - window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); - float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); - SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos - // Tweak: snap on edges when aiming at an item very close to the edge - window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); } //----------------------------------------------------------------------------- // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- -void ImGui::BeginTooltip() -{ - BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + if (g.DragDropWithinSource || g.DragDropWithinTarget) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale; + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + SetWindowHiddenAndSkipItemsForCurrentFrame(window); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; } -void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +void ImGui::EndTooltip() { - ImGuiContext& g = *GImGui; - - if (g.DragDropWithinSource || g.DragDropWithinTarget) - { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) - // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. - // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. - //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); - SetNextWindowPos(tooltip_pos); - SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; - } - - char window_name[16]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) - if (ImGuiWindow* window = FindWindowByName(window_name)) - if (window->Active) - { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); - } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; - Begin(window_name, NULL, flags | extra_window_flags); + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); } -void ImGui::EndTooltip() +void ImGui::SetTooltip(const char* fmt, ...) { - IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls - End(); + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); } void ImGui::SetTooltipV(const char* fmt, va_list args) { - BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); - TextV(fmt, args); - EndTooltip(); + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); } -void ImGui::SetTooltip(const char* fmt, ...) +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) { - va_list args; - va_start(args, fmt); - SetTooltipV(fmt, args); - va_end(args); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); } + //----------------------------------------------------------------------------- // [SECTION] POPUPS //----------------------------------------------------------------------------- @@ -10365,73 +11103,77 @@ void ImGui::SetTooltip(const char* fmt, ...) // Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - if (popup_flags & ImGuiPopupFlags_AnyPopupId) - { - // Return true if any popup is open at the current BeginPopup() level of the popup stack - // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. - IM_ASSERT(id == 0); - if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) - return g.OpenPopupStack.Size > 0; - else - return g.OpenPopupStack.Size > g.BeginPopupStack.Size; - } - else - { - if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) - { - // Return true if the popup is open anywhere in the popup stack - for (int n = 0; n < g.OpenPopupStack.Size; n++) - if (g.OpenPopupStack[n].PopupId == id) - return true; - return false; - } - else - { - // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; - } - } + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } } bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); - if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) - IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally - return IsPopupOpen(id, popup_flags); + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); } +// Also see FindBlockingModal(NULL) ImGuiWindow* ImGui::GetTopMostPopupModal() { - ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) - if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) - if (popup->Flags & ImGuiWindowFlags_Modal) - return popup; - return NULL; + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; } +// See Demo->Stacked Modal to confirm what this is for. ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() { - ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) - if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) - if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) - return popup; - return NULL; + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; } void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); } void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) { - OpenPopupEx(id, popup_flags); + OpenPopupEx(id, popup_flags); } // Mark popup as open (toggle toward open state). @@ -10440,306 +11182,272 @@ void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - const int current_stack_size = g.BeginPopupStack.Size; - - if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) - if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) - return; - - ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. - popup_ref.PopupId = id; - popup_ref.Window = NULL; - popup_ref.SourceWindow = g.NavWindow; - popup_ref.OpenFrameCount = g.FrameCount; - popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); - popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - - IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); - if (g.OpenPopupStack.Size < current_stack_size + 1) - { - g.OpenPopupStack.push_back(popup_ref); - } - else - { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) - { - g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; - } - else - { - // Close child popups if any, then flag popup for open/reopen - ClosePopupToLevel(current_stack_size, false); - g.OpenPopupStack.push_back(popup_ref); - } - - // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). - // This is equivalent to what ClosePopupToLevel() does. - //if (g.OpenPopupStack[current_stack_size].PopupId == id) - // FocusWindow(parent_window); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } } // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // This function closes any popups that are over 'ref_window'. void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size == 0) - return; - - // Don't close our own child popup windows. - int popup_count_to_keep = 0; - if (ref_window) - { - // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) - for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) - { - ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; - if (!popup.Window) - continue; - IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; - - // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) - // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: - // Window -> Popup1 -> Popup2 -> Popup3 - // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! - // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child - bool ref_window_is_descendent_of_popup = false; - for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) - if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) - //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE - if (IsWindowWithinBeginStackOf(ref_window, popup_window)) - { - ref_window_is_descendent_of_popup = true; - break; - } - if (!ref_window_is_descendent_of_popup) - break; - } - } - if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below - { - IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); - ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); - } + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } } void ImGui::ClosePopupsExceptModals() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; - int popup_count_to_keep; - for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) - { - ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; - if (!window || window->Flags & ImGuiWindowFlags_Modal) - break; - } - if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below - ClosePopupToLevel(popup_count_to_keep, true); + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); } void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { - ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); - IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); - - // Trim open popup stack - ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; - ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; - g.OpenPopupStack.resize(remaining); - - if (restore_focus_to_window_under_popup) - { - if (focus_window && !focus_window->WasActive && popup_window) - { - // Fallback - FocusTopMostWindowUnderOne(popup_window, NULL); - } - else - { - if (g.NavLayer == ImGuiNavLayer_Main && focus_window) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); - } - } + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; + if (focus_window && !focus_window->WasActive && popup_window) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } } // Close the popup we have begin-ed into. void ImGui::CloseCurrentPopup() { - ImGuiContext& g = *GImGui; - int popup_idx = g.BeginPopupStack.Size - 1; - if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) - return; - - // Closing a menu closes its top-most parent popup (unless a modal) - while (popup_idx > 0) - { - ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; - ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; - bool close_parent = false; - if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) - if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) - close_parent = true; - if (!close_parent) - break; - popup_idx--; - } - IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); - ClosePopupToLevel(popup_idx, true); - - // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. - // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. - // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. - if (ImGuiWindow* window = g.NavWindow) - window->DC.NavHideHighlightOneFrame = true; + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; } // Attention! BeginPopup() adds default flags which BeginPopupEx()! bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; - if (!IsPopupOpen(id, ImGuiPopupFlags_None)) - { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - return false; - } + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } - char name[20]; - if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth - else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + char name[20]; + if (flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; - bool is_open = Begin(name, NULL, flags); - if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) - EndPopup(); + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; + bool is_open = Begin(name, NULL, flags); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); - return is_open; + return is_open; } bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance - { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - return false; - } - flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - ImGuiID id = g.CurrentWindow->GetID(str_id); - return BeginPopupEx(id, flags); + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = window->GetID(name); - if (!IsPopupOpen(id, ImGuiPopupFlags_None)) - { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - return false; - } - - // Center modal windows by default for increased visibility - // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) - // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) - { - const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? - SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); - } - - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; - const bool is_open = Begin(name, p_open, flags); - if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - { - EndPopup(); - if (is_open) - ClosePopupToLevel(g.BeginPopupStack.Size, true); - return false; - } - return is_open; -} - -bool ImGui::BeginPopupModal(const char* name, ImGuiID id, bool* p_open, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (!IsPopupOpen(id, ImGuiPopupFlags_None)) - { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - return false; - } - - // Center modal windows by default for increased visibility - // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) - // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) - { - ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? - SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); - } - - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; - const bool is_open = Begin(name, p_open, flags); - if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - { - EndPopup(); - if (is_open) - ClosePopupToLevel(g.BeginPopupStack.Size, true); - return false; - } - return is_open; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; } void ImGui::EndPopup() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls - IM_ASSERT(g.BeginPopupStack.Size > 0); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); - // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) - if (g.NavWindow == window) - NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); - // Child-popups don't need to be laid out - IM_ASSERT(g.WithinEndChild == false); - if (window->Flags & ImGuiWindowFlags_ChildWindow) - g.WithinEndChild = true; - End(); - g.WithinEndChild = false; + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; + End(); + g.WithinEndChild = false; } // Helper to open a popup if mouse button is released over the item // - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id, popup_flags); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } } // This is a helper to handle the simplest case of associating one named popup to one given widget. @@ -10760,44 +11468,44 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!str_id) - str_id = "window_context"; - ImGuiID id = window->GetID(str_id); - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) - OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!str_id) - str_id = "void_context"; - ImGuiID id = window->GetID(str_id); - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) - if (GetTopMostPopupModal() == NULL) - OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) @@ -10807,420 +11515,466 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flag // this allows us to have tooltips/popups displayed out of the parent viewport.) ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { - ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); - - // Combo Box policy (we want a connecting edge) - if (policy == ImGuiPopupPositionPolicy_ComboBox) - { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - ImVec2 pos; - if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) - if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right - if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left - if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left - if (!r_outer.Contains(ImRect(pos, pos + size))) - continue; - *last_dir = dir; - return pos; - } - } - - // Tooltip and Default popup policy - // (Always first try the direction we used on the last frame, if any) - if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) - { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - - const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); - const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - - // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) - if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) - continue; - if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) - continue; - - ImVec2 pos; - pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; - pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; - - // Clamp top-left corner of popup - pos.x = ImMax(pos.x, r_outer.Min.x); - pos.y = ImMax(pos.y, r_outer.Min.y); - - *last_dir = dir; - return pos; - } - } - - // Fallback when not enough room: - *last_dir = ImGuiDir_None; - - // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. - if (policy == ImGuiPopupPositionPolicy_Tooltip) - return ref_pos + ImVec2(2, 2); - - // Otherwise try to keep within display - ImVec2 pos = ref_pos; - pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); - pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); - return pos; + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; } // Note that this is used for popups, which can overlap the non work-area of individual viewports. ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImRect r_screen; - if (window->ViewportAllowPlatformMonitorExtend >= 0) - { - // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; - r_screen.Min = monitor.WorkPos; - r_screen.Max = monitor.WorkPos + monitor.WorkSize; - } - else - { - // Use the full viewport area (not work area) for popups - r_screen = window->Viewport->GetMainRect(); - } - ImVec2 padding = g.Style.DisplaySafeAreaPadding; - r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); - return r_screen; + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; } ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - - ImRect r_outer = GetPopupAllowedExtentRect(window); - if (window->Flags & ImGuiWindowFlags_ChildMenu) - { - // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. - // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. - ImGuiWindow* parent_window = window->ParentWindow; - float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). - ImRect r_avoid; - if (parent_window->DC.MenuBarAppending) - r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field - else - r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); - } - if (window->Flags & ImGuiWindowFlags_Popup) - { - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here - } - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Position tooltip (always follows mouse) - float sc = g.Style.MouseCursorScale; - ImVec2 ref_pos = NavCalcPreferredRefPos(); - ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); - else - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. - return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); - } - IM_ASSERT(0); - return window->Pos; + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position. + // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin() + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale; + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; } //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. -// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. -void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavWindow(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow != NULL); - IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); - g.NavId = id; - g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; - g.NavWindow->NavLastIds[nav_layer] = id; - g.NavWindow->NavRectRel[nav_layer] = rect_rel; + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); } -void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) { - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0); + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} - // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. - // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) - const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavWindow = window; - g.NavId = id; - g.NavLayer = nav_layer; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; - window->NavLastIds[nav_layer] = id; - if (g.LastItemData.ID == id) - window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; - if (g.ActiveIdSource == ImGuiInputSource_Nav) - g.NavDisableMouseHover = true; - else - g.NavDisableHighlight = true; + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); } -ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) { - if (ImFabs(dx) > ImFabs(dy)) - return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; - return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = g.CurrentFocusScopeId; + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); } -static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) { - if (a1 < b0) - return a1 - b0; - if (b1 < a0) - return a0 - b1; - return 0.0f; + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; } -static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) { - if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - { - r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); - r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); - } - else // FIXME: PageUp/PageDown are leaving move_dir == None - { - r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); - r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); - } + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavLayer != window->DC.NavLayerCurrent) - return false; - - // FIXME: Those are not good variables names - ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle - const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringDebugCount++; - - // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring - if (window->ParentWindow == g.NavWindow) - { - IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Overlaps(cand)) - return false; - cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window - } - - // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) - // For example, this ensure that items in one column are not reached when moving vertically from items in another column. - NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); - - // Compute distance between boxes - // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. - float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); - float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items - if (dby != 0.0f && dbx != 0.0f) - dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); - float dist_box = ImFabs(dbx) + ImFabs(dby); - - // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) - float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); - float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); - float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) - - // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance - ImGuiDir quadrant; - float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; - if (dbx != 0.0f || dby != 0.0f) - { - // For non-overlapping boxes, use distance between boxes - dax = dbx; - day = dby; - dist_axial = dist_box; - quadrant = ImGetDirQuadrantFromDelta(dbx, dby); - } - else if (dcx != 0.0f || dcy != 0.0f) - { - // For overlapping boxes with different centers, use distance between centers - dax = dcx; - day = dcy; - dist_axial = dist_center; - quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); - } - else - { - // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) - quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; - } - + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; #if IMGUI_DEBUG_NAV_SCORING - char buf[128]; - if (IsMouseHoveringRect(cand.Min, cand.Max)) - { - ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = GetForegroundDrawList(window); - draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); - draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); - draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 150)); - draw_list->AddText(cand.Max, ~0U, buf); - } - else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. - { - if (quadrant == g.NavMoveDir) - { - ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = GetForegroundDrawList(window); - draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); - draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); - } - } + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } #endif - // Is it in the quadrant we're interesting in moving to? - bool new_best = false; - const ImGuiDir move_dir = g.NavMoveDir; - if (quadrant == move_dir) - { - // Does it beat the current best candidate? - if (dist_box < result->DistBox) - { - result->DistBox = dist_box; - result->DistCenter = dist_center; - return true; - } - if (dist_box == result->DistBox) - { - // Try using distance between center points to break ties - if (dist_center < result->DistCenter) - { - result->DistCenter = dist_center; - new_best = true; - } - else if (dist_center == result->DistCenter) - { - // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items - // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), - // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. - if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance - new_best = true; - } - } - } - - // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches - // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) - // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. - // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. - // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? - if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match - if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) - { - result->DistAxial = dist_axial; - new_best = true; - } - - return new_best; + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; } static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - result->Window = window; - result->ID = g.LastItemData.ID; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->InFlags = g.LastItemData.InFlags; - result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->InFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -// This is called after LastItemData is set. +// This is called after LastItemData is set, but NextItemData is also still valid. static void ImGui::NavProcessItem() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = g.LastItemData.ID; - const ImRect nav_bb = g.LastItemData.NavRect; - const ImGuiItemFlags item_flags = g.LastItemData.InFlags; - - // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) - { - // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; - if (candidate_for_nav_default_focus || g.NavInitResultId == 0) - { - g.NavInitResultId = id; - g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); - } - if (candidate_for_nav_default_focus) - { - g.NavInitRequest = false; // Found a match, clear request - NavUpdateAnyRequestFlag(); - } - } - - // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) - if (g.NavMoveScoringItems) - { - const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; - if (is_tabbing) - { - if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) - NavProcessItemForTabbingRequest(id); - } - else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) - { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (!is_tabbing) - { - if (NavScoreItem(result)) - NavApplyItemToResult(result); - - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); - } - } - } - - // Update window-relative bounding box of navigated item - if (g.NavId == id) - { - g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. - g.NavLayer = window->DC.NavLayerCurrent; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; - g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } } // Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). @@ -11230,714 +11984,749 @@ static void ImGui::NavProcessItem() // - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request // - Case 4: tab backward: store all results, on ref id pick prev, stop storing // - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested -void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - - // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) - ImGuiNavItemData* result = &g.NavMoveResultLocal; - if (g.NavTabbingDir == +1) - { - // Tab Forward or SetKeyboardFocusHere() with >= 0 - if (g.NavTabbingResultFirst.ID == 0) - NavApplyItemToResult(&g.NavTabbingResultFirst); - if (--g.NavTabbingCounter == 0) - NavMoveRequestResolveWithLastItem(result); - else if (g.NavId == id) - g.NavTabbingCounter = 1; - } - else if (g.NavTabbingDir == -1) - { - // Tab Backward - if (g.NavId == id) - { - if (result->ID) - { - g.NavMoveScoringItems = false; - NavUpdateAnyRequestFlag(); - } - } - else - { - NavApplyItemToResult(result); - } - } - else if (g.NavTabbingDir == 0) - { - // Tab Init - if (g.NavTabbingResultFirst.ID == 0) - NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); - } +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } } bool ImGui::NavMoveRequestButNoResultYet() { - ImGuiContext& g = *GImGui; - return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; } // FIXME: ScoringRect is not set void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow != NULL); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); - if (move_flags & ImGuiNavMoveFlags_Tabbing) - move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; - g.NavMoveSubmitted = g.NavMoveScoringItems = true; - g.NavMoveDir = move_dir; - g.NavMoveDirForDebug = move_dir; - g.NavMoveClipDir = clip_dir; - g.NavMoveFlags = move_flags; - g.NavMoveScrollFlags = scroll_flags; - g.NavMoveForwardToNextFrame = false; - g.NavMoveKeyMods = g.IO.KeyMods; - g.NavTabbingCounter = 0; - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisible.Clear(); - g.NavMoveResultOther.Clear(); - NavUpdateAnyRequestFlag(); + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) { - ImGuiContext& g = *GImGui; - g.NavMoveScoringItems = false; // Ensure request doesn't need more processing - NavApplyItemToResult(result); - NavUpdateAnyRequestFlag(); + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { - ImGuiContext& g = *GImGui; - g.NavMoveSubmitted = g.NavMoveScoringItems = false; - NavUpdateAnyRequestFlag(); + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); } // Forward will reuse the move request again on the next frame (generally with modifications done to it) void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveForwardToNextFrame == false); - NavMoveRequestCancel(); - g.NavMoveForwardToNextFrame = true; - g.NavMoveDir = move_dir; - g.NavMoveClipDir = clip_dir; - g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; - g.NavMoveScrollFlags = scroll_flags; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; } // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { - ImGuiContext& g = *GImGui; - IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY - // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test - if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) - g.NavMoveFlags |= wrap_flags; + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). // This way we could find the last focused window among our children. It would be much less confusing this way? static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { - ImGuiWindow* parent = nav_window; - while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - parent = parent->ParentWindow; - if (parent && parent != nav_window) - parent->NavLastChildNavWindow = nav_window; + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; } // Restore the last focused child. // Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { - if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) - return window->NavLastChildNavWindow; - if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) - if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) - return tab->Window; - return window; + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; } void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { - ImGuiContext& g = *GImGui; - if (layer == ImGuiNavLayer_Main) - g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); - ImGuiWindow* window = g.NavWindow; - if (window->NavLastIds[layer] != 0) - { - SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - } - else - { - g.NavLayer = layer; - NavInitWindow(window, true); - } + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } } void ImGui::NavRestoreHighlightAfterMove() { - ImGuiContext& g = *GImGui; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; } static inline void ImGui::NavUpdateAnyRequestFlag() { - ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); - if (g.NavAnyRequest) - IM_ASSERT(g.NavWindow != NULL); + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); } // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { - // FIXME: ChildWindow test here is wrong for docking - ImGuiContext& g = *GImGui; - IM_ASSERT(window == g.NavWindow); - - if (window->Flags & ImGuiWindowFlags_NoNavInputs) - { - g.NavId = g.NavFocusScopeId = 0; - return; - } - - bool init_for_nav = false; - if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); - if (init_for_nav) - { - SetNavID(0, g.NavLayer, 0, ImRect()); - g.NavInitRequest = true; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavInitResultRectRel = ImRect(); - NavUpdateAnyRequestFlag(); - } - else - { - g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = 0; - } + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + g.NavFocusScopeId = window->NavRootFocusScopeId; + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = window->NavRootFocusScopeId; + } } static ImVec2 ImGui::NavCalcPreferredRefPos() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.NavWindow; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) - { - // Mouse (we need a fallback in case the mouse becomes invalid after being used) - // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. - // In theory we could move that +1.0f offset in OpenPopupEx() - ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; - return ImVec2(p.x + 1.0f, p.y); - } - else - { - // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item - // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) - ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); - if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) - { - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - rect_rel.Translate(window->Scroll - next_scroll); - } - ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImGuiViewport* viewport = window->Viewport; - return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. - } -} - -const char* ImGui::GetNavInputName(ImGuiNavInput n) -{ - static const char* names[] = - { - "Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown", - "FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown" - }; - IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT); - IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT); - return names[n]; -} - -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) -{ - ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) - - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; -} - -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) -{ - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard) - delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow)); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + rect_rel.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; } static void ImGui::NavUpdate() { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - io.WantSetMousePos = false; - //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); - - // Update Gamepad->Nav inputs mapping - // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) - const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false) - { - for (int n = 0; n < ImGuiNavInput_COUNT; n++) - IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!"); -#define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0) - NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true); - NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true); - NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true); - NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true); - NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true); - NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true); - NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true); - NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true); - NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false); - NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false); - NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false); - NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false); - NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false); - NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false); - NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false); - NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false); -#undef NAV_MAP_KEY - } - - // Update Keyboard->Nav inputs mapping - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (nav_keyboard_active) - { -#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_); - NAV_MAP_KEY(ImGuiKey_RightArrow, ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_); - if (io.KeyCtrl) - io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (io.KeyShift) - io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; -#undef NAV_MAP_KEY - } - memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; - - // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0) - NavInitRequestApplyResult(); - g.NavInitRequest = false; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavJustMovedToId = 0; - - // Process navigation move request - if (g.NavMoveSubmitted) - NavMoveRequestApplyResult(); - g.NavTabbingCounter = 0; - g.NavMoveSubmitted = g.NavMoveScoringItems = false; - - // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) - bool set_mouse_pos = false; - if (g.NavMousePosDirty && g.NavIdIsAlive) - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) - set_mouse_pos = true; - g.NavMousePosDirty = false; - IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); - - // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 - if (g.NavWindow) - NavSaveLastChildNavWindowIntoParent(g.NavWindow); - if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) - g.NavWindow->NavLastChildNavWindow = NULL; - - // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) - NavUpdateWindowing(); - - // Set output flags for user application - io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); - - // Process NavCancel input (to close a popup, get back to parent, clear focus) - NavUpdateCancelRequest(); - - // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; - g.NavActivateFlags = ImGuiActivateFlags_None; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool input_down = IsNavInputDown(ImGuiNavInput_Input); - bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); - bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); - if (g.ActiveId == 0 && activate_pressed) - { - g.NavActivateId = g.NavId; - g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; - } - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) - { - g.NavActivateInputId = g.NavId; - g.NavActivateFlags = ImGuiActivateFlags_PreferInput; - } - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) - g.NavActivateDownId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) - g.NavActivatePressedId = g.NavId; - } - if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - g.NavDisableHighlight = true; - if (g.NavActivateId != 0) - IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - - // Process programmatic activation request - // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) - if (g.NavNextActivateId != 0) - { - if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) - g.NavActivateInputId = g.NavNextActivateId; - else - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; - g.NavActivateFlags = g.NavNextActivateFlags; - } - g.NavNextActivateId = 0; - - // Process move requests - NavUpdateCreateMoveRequest(); - if (g.NavMoveDir == ImGuiDir_None) - NavUpdateCreateTabbingRequest(); - NavUpdateAnyRequestFlag(); - g.NavIdIsAlive = false; - - // Scrolling - if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) - { - // *Fallback* manual-scroll with Nav directional keys when window has no navigable item - ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - const ImGuiDir move_dir = g.NavMoveDir; - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) - { - if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) - SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); - } - - // *Normal* Manual scroll with NavScrollXXX keys - // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - } - - // Always prioritize mouse highlight if navigation is disabled - if (!nav_keyboard_active && !nav_gamepad_active) - { - g.NavDisableHighlight = true; - g.NavDisableMouseHover = set_mouse_pos = false; - } - - // Update mouse position if requested - // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) - if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { - io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); - io.WantSetMousePos = true; - //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); - } - - // [DEBUG] - g.NavScoringDebugCount = 0; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + g.NavActivatePressedId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) - { - ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } } // [DEBUG] - if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255, 0, 255, 255) : IM_COL32(255, 0, 0, 255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); } - } + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } #endif } void ImGui::NavInitRequestApplyResult() { - // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) - ImGuiContext& g = *GImGui; - if (!g.NavWindow) - return; - - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); - SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result - if (g.NavInitRequestFromMove) - NavRestoreHighlightAfterMove(); + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + NavRestoreHighlightAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; } void ImGui::NavUpdateCreateMoveRequest() { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiWindow* window = g.NavWindow; - - if (g.NavMoveForwardToNextFrame && window != NULL) - { - // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) - // (preserve most state, which were already set by the NavMoveRequestForward() function) - IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); - IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); - } - else - { - // Initiate directional inputs request - g.NavMoveDir = ImGuiDir_None; - g.NavMoveFlags = ImGuiNavMoveFlags_None; - g.NavMoveScrollFlags = ImGuiScrollFlags_None; - if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) - { - const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } - } - g.NavMoveClipDir = g.NavMoveDir; - g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); - } - - // Update PageUp/PageDown/Home/End scroll - // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - float scoring_rect_offset_y = 0.0f; - if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) - scoring_rect_offset_y = NavUpdatePageUpPageDown(); - if (scoring_rect_offset_y != 0.0f) - { - g.NavScoringNoClipRect = window->InnerRect; - g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); - } - - // [DEBUG] Always send a request + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. #if IMGUI_DEBUG_NAV_SCORING - if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) - g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); - if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) - { - g.NavMoveDir = g.NavMoveDirForDebug; - g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; - } + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } #endif - // Submit - g.NavMoveForwardToNextFrame = false; - if (g.NavMoveDir != ImGuiDir_None) - NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); - - // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) - if (g.NavMoveSubmitted && g.NavId == 0) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); - g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; - g.NavDisableHighlight = false; - } - - // When using gamepad, we project the reference nav bounding box into window visible area. - // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative - // (can't focus a visible object like we can with the mouse). - if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) - { - bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; - bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; - ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); - if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); - float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); - float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item - inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; - inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; - inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; - inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; - window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); - g.NavId = g.NavFocusScopeId = 0; - } - } - - // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect scoring_rect; - if (window != NULL) - { - ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); - scoring_rect.TranslateY(scoring_rect_offset_y); - scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); - scoring_rect.Max.x = scoring_rect.Min.x; - IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] - //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] - } - g.NavScoringRect = scoring_rect; - g.NavScoringNoClipRect.Add(scoring_rect); + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + g.NavDisableHighlight = false; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); } void ImGui::NavUpdateCreateTabbingRequest() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.NavWindow; - IM_ASSERT(g.NavMoveDir == ImGuiDir_None); - if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) - return; - - const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; - if (!tab_pressed) - return; - - // Initiate tabbing request - // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) - // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. - // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. - //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything - g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; - ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; - ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; - NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. - g.NavTabbingResultFirst.Clear(); - g.NavTabbingCounter = -1; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; } // Apply result from previous frame navigation directional move request. Always called from NavUpdate() void ImGui::NavMoveRequestApplyResult() { - ImGuiContext& g = *GImGui; -#if IMGUI_DEBUG_NAV_SCORING - if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times - return; -#endif - - // Select which result to use - ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; - - // Tabbing forward wrap - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) - if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) - result = &g.NavTabbingResultFirst; - - // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) - if (result == NULL) - { - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) - g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; - if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); - return; - } - - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. - if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) - if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) - result = &g.NavMoveResultLocalVisible; - - // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. - if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) - if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) - result = &g.NavMoveResultOther; - IM_ASSERT(g.NavWindow && result->Window); - - // Scroll to keep newly navigated item fully into view. - if (g.NavLayer == ImGuiNavLayer_Main) - { - if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) - { - // FIXME: Should remove this - float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; - SetScrollY(result->Window, scroll_target); - } - else - { - ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); - ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); - } - } - - g.NavWindow = result->Window; - if (g.ActiveId != result->ID) - ClearActiveID(); - if (g.NavId != result->ID) - { - // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) - g.NavJustMovedToId = result->ID; - g.NavJustMovedToFocusScopeId = result->FocusScopeId; - g.NavJustMovedToKeyMods = g.NavMoveKeyMods; - } - - // Focus - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); - SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); - - // Tabbing: Activates Inputable or Focus non-Inputable - if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) - { - g.NavNextActivateId = result->ID; - g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; - g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; - } - - // Activate - if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) - { - g.NavNextActivateId = result->ID; - g.NavNextActivateFlags = ImGuiActivateFlags_None; - } + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif - // Enable nav highlight - if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + if (g.ActiveId != result->ID) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); } // Process NavCancel input (to close a popup, get back to parent, clear focus) @@ -11946,46 +12735,46 @@ void ImGui::NavMoveRequestApplyResult() // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept static void ImGui::NavUpdateCancelRequest() { - ImGuiContext& g = *GImGui; - if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) - return; - - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); - if (g.ActiveId != 0) - { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); - } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - NavRestoreHighlightAfterMove(); - } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) - { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); - NavRestoreHighlightAfterMove(); - } - else if (g.OpenPopupStack.Size > 0) - { - // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = g.NavFocusScopeId = 0; - } + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } } // Handle PageUp/PageDown/Home/End keys @@ -11994,182 +12783,188 @@ static void ImGui::NavUpdateCancelRequest() // FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? static float ImGui::NavUpdatePageUpPageDown() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.NavWindow; - if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) - return 0.0f; - - const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); - if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out - return 0.0f; - - if (g.NavLayer != ImGuiNavLayer_Main) - NavRestoreLayer(ImGuiNavLayer_Main); - - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) - { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(ImGuiKey_PageUp, true)) - SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(ImGuiKey_PageDown, true)) - SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); - else if (home_pressed) - SetScrollY(window, 0.0f); - else if (end_pressed) - SetScrollY(window, window->ScrollMax.y); - } - else - { - ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(ImGuiKey_PageUp, true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(ImGuiKey_PageDown, true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (home_pressed) - { - // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y - // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. - // Preserve current horizontal position if we have any. - nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; - // FIXME-NAV: MoveClipDir left to _None, intentional? - } - else if (end_pressed) - { - nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; - // FIXME-NAV: MoveClipDir left to _None, intentional? - } - return nav_scoring_rect_offset_y; - } - return 0.0f; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; } static void ImGui::NavEndFrame() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; - // Show CTRL+TAB list window - if (g.NavWindowingTarget != NULL) - NavUpdateWindowingOverlay(); + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); - // Perform wrap-around in menus - // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. - // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. - const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; - if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) - NavUpdateCreateWrappingRequest(); + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); } static void ImGui::NavUpdateCreateWrappingRequest() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.NavWindow; - - bool do_forward = false; - ImRect bb_rel = window->NavRectRel[g.NavLayer]; - ImGuiDir clip_dir = g.NavMoveDir; - const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row - clip_dir = ImGuiDir_Up; - } - do_forward = true; - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row - clip_dir = ImGuiDir_Down; - } - do_forward = true; - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column - clip_dir = ImGuiDir_Left; - } - do_forward = true; - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column - clip_dir = ImGuiDir_Right; - } - do_forward = true; - } - if (!do_forward) - return; - window->NavRectRel[g.NavLayer] = bb_rel; - NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_UNUSED(g); - int order = window->FocusOrder; - IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) - IM_ASSERT(g.WindowsFocusOrder[order] == window); - return order; + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) { - ImGuiContext& g = *GImGui; - for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) - if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) - return g.WindowsFocusOrder[i]; - return NULL; + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; } static void NavUpdateWindowingHighlightWindow(int focus_change_dir) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget); - if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) - return; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; - const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); - ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); - if (!window_target) - window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); - if (window_target) // Don't reset windowing target if there's a single window in the list - g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; - g.NavWindowingToggleLayer = false; + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; } // Windowing management mode @@ -12177,224 +12972,242 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - ImGuiWindow* apply_focus_window = NULL; - bool apply_toggle_layer = false; - - ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); - if (!allow_windowing) - g.NavWindowingTarget = NULL; - - // Fade out - if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) - { - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); - if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) - g.NavWindowingTargetAnim = NULL; - } - - // Start CTRL+Tab or Square+L/R window selection - const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab); - if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) - { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; - g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; - } - - // Gamepad update - g.NavWindowingTimer += io.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) - { - // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); - - // Select window to focus - const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); - if (focus_change_dir != 0) - { - NavUpdateWindowingHighlightWindow(focus_change_dir); - g.NavWindowingHighlightAlpha = 1.0f; - } - - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) - { - g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. - if (g.NavWindowingToggleLayer && g.NavWindow) - apply_toggle_layer = true; - else if (!g.NavWindowingToggleLayer) - apply_focus_window = g.NavWindowingTarget; - g.NavWindowingTarget = NULL; - } - } - - // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) - { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressed(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); - if (!io.KeyCtrl) - apply_focus_window = g.NavWindowingTarget; - } - - // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } - if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) - { - // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) - // We cancel toggling nav layer when other modifiers are pressed. (See #4439) - if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) - g.NavWindowingToggleLayer = false; - - // Apply layer toggle on release - // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false) - // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer) - if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) - if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) - apply_toggle_layer = true; - if (!io.KeyAlt) - g.NavWindowingToggleLayer = false; - } - - // Move window - if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) - { - ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_Gamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) - { - const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; - SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); - MarkIniSettingsDirty(moving_window); - g.NavDisableMouseHover = true; - } - } - - // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) - { - ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; - ClearActiveID(); - NavRestoreHighlightAfterMove(); - apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window); - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window has ONLY a menu layer (no main layer), select it directly - // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since - // the target window as already been previewed once. - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, - // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* - // won't be valid. - if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; - - // Request OS level focus - if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) - g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); - } - if (apply_focus_window) - g.NavWindowingTarget = NULL; - - // Apply menu/layer toggle - if (apply_toggle_layer && g.NavWindow) - { - ClearActiveID(); - - // Move to parent menu if necessary - ImGuiWindow* new_nav_window = g.NavWindow; - while (new_nav_window->ParentWindow - && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 - && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 - && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - new_nav_window = new_nav_window->ParentWindow; - if (new_nav_window != g.NavWindow) - { - ImGuiWindow* old_nav_window = g.NavWindow; - FocusWindow(new_nav_window); - new_nav_window->NavLastChildNavWindow = old_nav_window; - } - - // Toggle layer - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; - if (new_nav_layer != g.NavLayer) - { - // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) - const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); - if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) - g.NavWindow->NavLastIds[new_nav_layer] = 0; - NavRestoreLayer(new_nav_layer); - NavRestoreHighlightAfterMove(); - } - } + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + + // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (keyboard_next_window || keyboard_prev_window) + NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. + // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) + { + g.NavWindowingToggleLayer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(ImGuiMod_Alt)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavDisableMouseHover = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + NavRestoreHighlightAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); + } + } } // Window has already passed the IsWindowNavFocusable() static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { - if (window->Flags & ImGuiWindowFlags_Popup) - return "(Popup)"; - if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) - return "(Main menu bar)"; - if (window->DockNodeAsHost) - return "(Dock node)"; - return "(Untitled)"; + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). void ImGui::NavUpdateWindowingOverlay() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget != NULL); - - if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) - return; - - if (g.NavWindowingListWindow == NULL) - g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); - const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); - SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); - PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); - for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) - { - ImGuiWindow* window = g.WindowsFocusOrder[n]; - IM_ASSERT(window != NULL); // Fix static analyzers - if (!IsWindowNavFocusable(window)) - continue; - const char* label = window->Name; - if (label == FindRenderedTextEnd(label)) - label = GetFallbackWindowNameForWindowingList(window); - Selectable(label, g.NavWindowingTarget == window); - } - End(); - PopStyleVar(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); } @@ -12402,18 +13215,32 @@ void ImGui::NavUpdateWindowingOverlay() // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + void ImGui::ClearDragDrop() { - ImGuiContext& g = *GImGui; - g.DragDropActive = false; - g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; - g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropAcceptFrameCount = -1; + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} - g.DragDropPayloadBufHeap.clear(); - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; } // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() @@ -12425,285 +13252,310 @@ void ImGui::ClearDragDrop() // - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, - // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). - ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; - - bool source_drag_active = false; - ImGuiID source_id = 0; - ImGuiID source_parent_id = 0; - if (!(flags & ImGuiDragDropFlags_SourceExtern)) - { - source_id = g.LastItemData.ID; - if (source_id != 0) - { - // Common path: items with ID - if (g.ActiveId != source_id) - return false; - if (g.ActiveIdMouseButton != -1) - mouse_button = g.ActiveIdMouseButton; - if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) - return false; - g.ActiveIdAllowOverlap = false; - } - else - { - // Uncommon path: items without ID - if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) - return false; - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - - // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: - // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. - if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) - { - IM_ASSERT(0); - return false; - } - - // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() - // We build a throwaway ID based on current ID stack + relative AABB of items in window. - // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. - // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - // Rely on keeping other window->LastItemXXX fields intact. - source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); - bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); - if (is_hovered && g.IO.MouseClicked[mouse_button]) - { - SetActiveID(source_id, window); - FocusWindow(window); - } - if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. - g.ActiveIdAllowOverlap = is_hovered; - } - if (g.ActiveId != source_id) - return false; - source_parent_id = window->IDStack.back(); - source_drag_active = IsMouseDragging(mouse_button); - - // Disable navigation and key inputs while dragging + cancel existing request if any - SetActiveIdUsingNavAndKeys(); - } - else - { - window = NULL; - source_id = ImHashStr("#SourceExtern"); - source_drag_active = true; - } - - if (source_drag_active) - { - if (!g.DragDropActive) - { - IM_ASSERT(source_id != 0); - ClearDragDrop(); - ImGuiPayload& payload = g.DragDropPayload; - payload.SourceId = source_id; - payload.SourceParentId = source_parent_id; - g.DragDropActive = true; - g.DragDropSourceFlags = flags; - g.DragDropMouseButton = mouse_button; - if (payload.SourceId == g.ActiveId) - g.ActiveIdNoClearOnFocusLoss = true; - } - g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSource = true; - - if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - { - // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) - // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. - BeginTooltip(); - if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - { - ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->Hidden = tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesCanSkipItems = 1; - } - } - - if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; - - return true; - } - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; } void ImGui::EndDragDropSource() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); - if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - EndTooltip(); + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); - // Discard the drag if have not called SetDragDropPayload() - if (g.DragDropPayload.DataFrameCount == -1) - ClearDragDrop(); - g.DragDropWithinSource = false; + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; } // Use 'cond' to choose to submit payload on drag start or every frame bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - ImGuiPayload& payload = g.DragDropPayload; - if (cond == 0) - cond = ImGuiCond_Always; - - IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); - IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); - IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); - IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() - - if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) - { - // Copy payload - ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); - g.DragDropPayloadBufHeap.resize(0); - if (data_size > sizeof(g.DragDropPayloadBufLocal)) - { - // Store in heap - g.DragDropPayloadBufHeap.resize((int)data_size); - payload.Data = g.DragDropPayloadBufHeap.Data; - memcpy(payload.Data, data, data_size); - } - else if (data_size > 0) - { - // Store locally - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); - payload.Data = g.DragDropPayloadBufLocal; - memcpy(payload.Data, data, data_size); - } - else - { - payload.Data = NULL; - } - payload.DataSize = (int)data_size; - } - payload.DataFrameCount = g.FrameCount; - - // Return whether the payload has been accepted - return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) { - ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; - ImGuiWindow* window = g.CurrentWindow; - ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) - return false; - IM_ASSERT(id != 0); - if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) - return false; - if (window->SkipItems) - return false; + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; - IM_ASSERT(g.DragDropWithinTarget == false); - g.DragDropTargetRect = bb; - g.DragDropTargetId = id; - g.DragDropWithinTarget = true; - return true; + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() { - ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; - - ImGuiWindow* window = g.CurrentWindow; - if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) - return false; - ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) - return false; - - const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; - ImGuiID id = g.LastItemData.ID; - if (id == 0) - id = window->GetIDFromRectangle(display_rect); - if (g.DragDropPayload.SourceId == id) - return false; - - IM_ASSERT(g.DragDropWithinTarget == false); - g.DragDropTargetRect = display_rect; - g.DragDropTargetId = id; - g.DragDropWithinTarget = true; - return true; + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; } bool ImGui::IsDragDropPayloadBeingAccepted() { - ImGuiContext& g = *GImGui; - return g.DragDropActive && g.DragDropAcceptIdPrev != 0; + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; } const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiPayload& payload = g.DragDropPayload; - IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? - IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? - if (type != NULL && !payload.IsDataType(type)) - return NULL; - - // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. - // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! - const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); - ImRect r = g.DragDropTargetRect; - float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface <= g.DragDropAcceptIdCurrRectSurface) - { - g.DragDropAcceptFlags = flags; - g.DragDropAcceptIdCurr = g.DragDropTargetId; - g.DragDropAcceptIdCurrRectSurface = r_surface; - } - - // Render default drop visuals - // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. - payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - window->DrawList->AddRect(r.Min - ImVec2(3.5f, 3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); - - g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() - if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) - return NULL; - - return &payload; + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); } const ImGuiPayload* ImGui::GetDragDropPayload() { - ImGuiContext& g = *GImGui; - return g.DragDropActive ? &g.DragDropPayload : NULL; + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; } -// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. void ImGui::EndDragDropTarget() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinTarget); - g.DragDropWithinTarget = false; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); } //----------------------------------------------------------------------------- @@ -12716,37 +13568,37 @@ void ImGui::EndDragDropTarget() // Pass text data straight to log (without being displayed) static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { - if (g.LogFile) - { - g.LogBuffer.Buf.resize(0); - g.LogBuffer.appendfv(fmt, args); - ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); - } - else - { - g.LogBuffer.appendfv(fmt, args); - } + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } } void ImGui::LogText(const char* fmt, ...) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; - va_list args; - va_start(args, fmt); - LogTextV(g, fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); } void ImGui::LogTextV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; - LogTextV(g, fmt, args); + LogTextV(g, fmt, args); } // Internal version that takes a position to decide on newline placement and pad items according to their depth. @@ -12754,202 +13606,202 @@ void ImGui::LogTextV(const char* fmt, va_list args) // FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const char* prefix = g.LogNextPrefix; - const char* suffix = g.LogNextSuffix; - g.LogNextPrefix = g.LogNextSuffix = NULL; - - if (!text_end) - text_end = FindRenderedTextEnd(text, text_end); - - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); - if (ref_pos) - g.LogLinePosY = ref_pos->y; - if (log_new_line) - { - LogText(IM_NEWLINE); - g.LogLineFirstItem = true; - } - - if (prefix) - LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. - - // Re-adjust padding if we have popped out of our starting depth - if (g.LogDepthRef > window->DC.TreeDepth) - g.LogDepthRef = window->DC.TreeDepth; - const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); - - const char* text_remaining = text; - for (;;) - { - // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. - // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. - const char* line_start = text_remaining; - const char* line_end = ImStreolRange(line_start, text_end); - const bool is_last_line = (line_end == text_end); - if (line_start != line_end || !is_last_line) - { - const int line_length = (int)(line_end - line_start); - const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; - LogText("%*s%.*s", indentation, "", line_length, line_start); - g.LogLineFirstItem = false; - if (*line_end == '\n') - { - LogText(IM_NEWLINE); - g.LogLineFirstItem = true; - } - } - if (is_last_line) - break; - text_remaining = line_end + 1; - } - - if (suffix) - LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.LogEnabled == false); - IM_ASSERT(g.LogFile == NULL); - IM_ASSERT(g.LogBuffer.empty()); - g.LogEnabled = true; - g.LogType = type; - g.LogNextPrefix = g.LogNextSuffix = NULL; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); - g.LogLinePosY = FLT_MAX; - g.LogLineFirstItem = true; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; } // Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) { - ImGuiContext& g = *GImGui; - g.LogNextPrefix = prefix; - g.LogNextSuffix = suffix; + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; } void ImGui::LogToTTY(int auto_open_depth) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - IM_UNUSED(auto_open_depth); + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS - LogBegin(ImGuiLogType_TTY, auto_open_depth); - g.LogFile = stdout; + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; #endif } // Start logging/capturing text output to given file void ImGui::LogToFile(int auto_open_depth, const char* filename) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - - // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still - // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. - // By opening the file in binary mode "ab" we have consistent output everywhere. - if (!filename) - filename = g.IO.LogFilename; - if (!filename || !filename[0]) - return; - ImFileHandle f = ImFileOpen(filename, "ab"); - if (!f) - { - IM_ASSERT(0); - return; - } + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } - LogBegin(ImGuiLogType_File, auto_open_depth); - g.LogFile = f; + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; } // Start logging/capturing text output to clipboard void ImGui::LogToClipboard(int auto_open_depth) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - LogBegin(ImGuiLogType_Clipboard, auto_open_depth); + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - LogBegin(ImGuiLogType_Buffer, auto_open_depth); + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); } void ImGui::LogFinish() { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; - LogText(IM_NEWLINE); - switch (g.LogType) - { - case ImGuiLogType_TTY: + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: #ifndef IMGUI_DISABLE_TTY_FUNCTIONS - fflush(g.LogFile); + fflush(g.LogFile); #endif - break; - case ImGuiLogType_File: - ImFileClose(g.LogFile); - break; - case ImGuiLogType_Buffer: - break; - case ImGuiLogType_Clipboard: - if (!g.LogBuffer.empty()) - SetClipboardText(g.LogBuffer.begin()); - break; - case ImGuiLogType_None: - IM_ASSERT(0); - break; - } - - g.LogEnabled = false; - g.LogType = ImGuiLogType_None; - g.LogFile = NULL; - g.LogBuffer.clear(); + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); } // Helper to display logging buttons // FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) void ImGui::LogButtons() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; - PushID("LogButtons"); + PushID("LogButtons"); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS - const bool log_to_tty = Button("Log To TTY"); SameLine(); + const bool log_to_tty = Button("Log To TTY"); SameLine(); #else - const bool log_to_tty = false; + const bool log_to_tty = false; #endif - const bool log_to_file = Button("Log To File"); SameLine(); - const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushAllowKeyboardFocus(false); - SetNextItemWidth(80.0f); - SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); - PopAllowKeyboardFocus(); - PopID(); + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushTabStop(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopTabStop(); + PopID(); - // Start logging at the end of the function so that the buttons don't appear in the log - if (log_to_tty) - LogToTTY(); - if (log_to_file) - LogToFile(); - if (log_to_clipboard) - LogToClipboard(); + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); } @@ -12958,336 +13810,401 @@ void ImGui::LogButtons() //----------------------------------------------------------------------------- // - UpdateSettings() [Internal] // - MarkIniSettingsDirty() [Internal] -// - CreateNewWindowSettings() [Internal] -// - FindWindowSettings() [Internal] -// - FindOrCreateWindowSettings() [Internal] // - FindSettingsHandler() [Internal] // - ClearIniSettings() [Internal] // - LoadIniSettingsFromDisk() // - LoadIniSettingsFromMemory() // - SaveIniSettingsToDisk() // - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] // - WindowSettingsHandler_***() [Internal] //----------------------------------------------------------------------------- // Called by NewFrame() void ImGui::UpdateSettings() { - // Load settings on first frame (if not explicitly loaded manually before) - ImGuiContext& g = *GImGui; - if (!g.SettingsLoaded) - { - IM_ASSERT(g.SettingsWindows.empty()); - if (g.IO.IniFilename) - LoadIniSettingsFromDisk(g.IO.IniFilename); - g.SettingsLoaded = true; - } - - // Save settings (with a delay after the last modification, so we don't spam disk too much) - if (g.SettingsDirtyTimer > 0.0f) - { - g.SettingsDirtyTimer -= g.IO.DeltaTime; - if (g.SettingsDirtyTimer <= 0.0f) - { - if (g.IO.IniFilename != NULL) - SaveIniSettingsToDisk(g.IO.IniFilename); - else - g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. - g.SettingsDirtyTimer = 0.0f; - } - } + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } } void ImGui::MarkIniSettingsDirty() { - ImGuiContext& g = *GImGui; - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; } void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; -} - -ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) -{ - ImGuiContext& g = *GImGui; - -#if !IMGUI_DEBUG_INI_SETTINGS - // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. - if (const char* p = strstr(name, "###")) - name = p; -#endif - const size_t name_len = strlen(name); - - // Allocate chunk - const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; - ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); - IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); - settings->ID = ImHashStr(name, name_len); - memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator - - return settings; + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; } -ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) { - ImGuiContext& g = *GImGui; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->ID == id) - return settings; - return NULL; + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); } -ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +void ImGui::RemoveSettingsHandler(const char* type_name) { - if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) - return settings; - return CreateNewWindowSettings(name); + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { - ImGuiContext& g = *GImGui; - const ImGuiID type_hash = ImHashStr(type_name); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].TypeHash == type_hash) - return &g.SettingsHandlers[handler_n]; - return NULL; + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; } +// Clear all settings (windows, tables, docking etc.) void ImGui::ClearIniSettings() { - ImGuiContext& g = *GImGui; - g.SettingsIniData.clear(); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ClearAllFn) - g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); } void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) { - size_t file_data_size = 0; - char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); - if (!file_data) - return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - IM_FREE(file_data); + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); } // Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); - //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); - - // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). - // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. - if (ini_size == 0) - ini_size = strlen(ini_data); - g.SettingsIniData.Buf.resize((int)ini_size + 1); - char* const buf = g.SettingsIniData.Buf.Data; - char* const buf_end = buf + ini_size; - memcpy(buf, ini_data, ini_size); - buf_end[0] = 0; - - // Call pre-read handlers - // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ReadInitFn) - g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); - - void* entry_data = NULL; - ImGuiSettingsHandler* entry_handler = NULL; - - char* line_end = NULL; - for (char* line = buf; line < buf_end; line = line_end + 1) - { - // Skip new lines markers, then find end of the line - while (*line == '\n' || *line == '\r') - line++; - line_end = line; - while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') - line_end++; - line_end[0] = 0; - if (line[0] == ';') - continue; - if (line[0] == '[' && line_end > line && line_end[-1] == ']') - { - // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. - line_end[-1] = 0; - const char* name_end = line_end - 1; - const char* type_start = line + 1; - char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); - const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; - if (!type_end || !name_start) - continue; - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' - entry_handler = FindSettingsHandler(type_start); - entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; - } - else if (entry_handler != NULL && entry_data != NULL) - { - // Let type handler parse the line - entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); - } - } - g.SettingsLoaded = true; - - // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) - memcpy(buf, ini_data, ini_size); - - // Call post-read handlers - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ApplyAllFn) - g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); } void ImGui::SaveIniSettingsToDisk(const char* ini_filename) { - ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - if (!ini_filename) - return; + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; - size_t ini_data_size = 0; - const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - ImFileHandle f = ImFileOpen(ini_filename, "wt"); - if (!f) - return; - ImFileWrite(ini_data, sizeof(char), ini_data_size, f); - ImFileClose(f); + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); } // Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) { - ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - g.SettingsIniData.Buf.resize(0); - g.SettingsIniData.Buf.push_back(0); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - { - ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; - handler->WriteAllFn(&g, handler, &g.SettingsIniData); - } - if (out_size) - *out_size = (size_t)g.SettingsIniData.size(); - return g.SettingsIniData.c_str(); + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; } static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiContext& g = *ctx; - for (int i = 0; i != g.Windows.Size; i++) - g.Windows[i]->SettingsOffset = -1; - g.SettingsWindows.clear(); + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); } static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); - ImGuiID id = settings->ID; - *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry - settings->ID = id; - settings->WantApply = true; - return (void*)settings; + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; } static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - int x, y; - int i; - ImU32 u1; - if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = Imivec2h((short)x, (short)y); } - else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = Imivec2h((short)x, (short)y); } - else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } - else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2) { settings->ViewportPos = Imivec2h((short)x, (short)y); } - else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } - else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } - else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } - else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // Apply to existing windows (if any) static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiContext& g = *ctx; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->WantApply) - { - if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) - ApplyWindowSettings(window, settings); - settings->WantApply = false; - } + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } } static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { - // Gather data from windows that were active during this session - // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *ctx; - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Flags & ImGuiWindowFlags_NoSavedSettings) - continue; - - ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); - if (!settings) - { - settings = ImGui::CreateNewWindowSettings(window->Name); - window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); - } - IM_ASSERT(settings->ID == window->ID); - settings->Pos = Imivec2h(window->Pos - window->ViewportPos); - settings->Size = Imivec2h(window->SizeFull); - settings->ViewportId = window->ViewportId; - settings->ViewportPos = Imivec2h(window->ViewportPos); - IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); - settings->DockId = window->DockId; - settings->ClassId = window->WindowClass.ClassId; - settings->DockOrder = window->DockOrder; - settings->Collapsed = window->Collapsed; - } + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} - // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - { - const char* settings_name = settings->GetName(); - buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); - if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) - { - buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); - buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); - } - if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) - buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); - if (settings->Size.x != 0 || settings->Size.y != 0) - buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); - if (settings->DockId != 0) - { - //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. - if (settings->DockOrder == -1) - buf->appendf("DockId=0x%08X\n", settings->DockId); - else - buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); - if (settings->ClassId != 0) - buf->appendf("ClassId=0x%08X\n", settings->ClassId); - } - buf->append("\n"); - } + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; } @@ -13321,150 +14238,149 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl ImGuiViewport* ImGui::GetMainViewport() { - ImGuiContext& g = *GImGui; - return g.Viewports[0]; + ImGuiContext& g = *GImGui; + return g.Viewports[0]; } // FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { - ImGuiContext& g = *GImGui; - for (int n = 0; n < g.Viewports.Size; n++) - if (g.Viewports[n]->ID == id) - return g.Viewports[n]; - return NULL; + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; } ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { - ImGuiContext& g = *GImGui; - for (int i = 0; i != g.Viewports.Size; i++) - if (g.Viewports[i]->PlatformHandle == platform_handle) - return g.Viewports[i]; - return NULL; + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; } void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) { - ImGuiContext& g = *GImGui; - (void)current_window; + ImGuiContext& g = *GImGui; + (void)current_window; - if (viewport) - viewport->LastFrameActive = g.FrameCount; - if (g.CurrentViewport == viewport) - return; - g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; - g.CurrentViewport = viewport; - //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); - // Notify platform layer of viewport changes - // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI - if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) - g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } -static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { - // Abandon viewport - if (window->ViewportOwned && window->Viewport->Window == window) - window->Viewport->Size = ImVec2(0.0f, 0.0f); + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); - window->Viewport = viewport; - window->ViewportId = viewport->ID; - window->ViewportOwned = (viewport->Window == window); + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); } static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { - // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. - ImGuiContext& g = *GImGui; - if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - if (!window->DockIsActive) - if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) - if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) - return true; - return false; + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; } static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { - ImGuiContext& g = *GImGui; - if (window->Viewport == viewport) - return false; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) - return false; - if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0) - return false; - if (!viewport->GetMainRect().Contains(window->Rect())) - return false; - if (GetWindowAlwaysWantOwnViewport(window)) - return false; - - // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. - for (int n = 0; n < g.Windows.Size; n++) - { - ImGuiWindow* window_behind = g.Windows[n]; - if (window_behind == window) - break; - if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) - if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) - return false; - } - - // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) - ImGuiViewportP* old_viewport = window->Viewport; - if (window->ViewportOwned) - for (int n = 0; n < g.Windows.Size; n++) - if (g.Windows[n]->Viewport == old_viewport) - SetWindowViewport(g.Windows[n], viewport); - SetWindowViewport(window, viewport); - BringWindowToDisplayFront(window); - - return true; + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; } // FIXME: handle 0 to N host viewports static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); } // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) { - ImGuiContext& g = *GImGui; - IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); - // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently - // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. - // 2) If it's not going to fit into the new size, keep it at same absolute position. - // One problem with this is that most Win32 applications doesn't update their render while dragging, - // and so the window will appear to teleport when releasing the mouse. - const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); - ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); - ImVec2 delta_pos = new_pos - old_pos; - for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT - if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) - TranslateWindow(g.Windows[window_n], delta_pos); + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect()))) + TranslateWindow(window, delta_pos); } // Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { - ImGuiContext& g = *GImGui; - if (viewport->Window) - { - ScaleWindow(viewport->Window, scale); - } - else - { - for (int i = 0; i != g.Windows.Size; i++) - if (g.Windows[i]->Viewport == viewport) - ScaleWindow(g.Windows[i], scale); - } + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } } // If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. @@ -13472,649 +14388,675 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) // B) It requires Platform_GetWindowFocus to be implemented by backend. ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) { - ImGuiContext& g = *GImGui; - ImGuiViewportP* best_candidate = NULL; - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) - if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) - best_candidate = viewport; - } - return best_candidate; + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; } // Update viewports and monitor infos // Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); - - // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) - const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; - if (viewports_enabled) - { - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - const bool platform_funcs_available = viewport->PlatformWindowCreated; - if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) - { - bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); - if (minimized) - viewport->Flags |= ImGuiViewportFlags_Minimized; - else - viewport->Flags &= ~ImGuiViewportFlags_Minimized; - } - } - } - - // Create/update main viewport with current platform position. - // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. - ImGuiViewportP* main_viewport = g.Viewports[0]; - IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); - IM_ASSERT(main_viewport->Window == NULL); - ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); - ImVec2 main_viewport_size = g.IO.DisplaySize; - if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized)) - { - main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) - main_viewport_size = main_viewport->Size; - } - AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); - - g.CurrentDpiScale = 0.0f; - g.CurrentViewport = NULL; - g.MouseViewport = NULL; - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->Idx = n; - - // Erase unused viewports - if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) - { - DestroyViewport(viewport); - n--; - continue; - } - - const bool platform_funcs_available = viewport->PlatformWindowCreated; - if (viewports_enabled) - { - // Update Position and Size (from Platform Window to ImGui) if requested. - // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. - if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) - { - // Viewport->WorkPos and WorkSize will be updated below - if (viewport->PlatformRequestMove) - viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); - if (viewport->PlatformRequestResize) - viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); - } - } - - // Update/copy monitor info - UpdateViewportPlatformMonitor(viewport); - - // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; - viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; - viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); - viewport->UpdateWorkRect(); - - // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. - viewport->Alpha = 1.0f; - - // Translate Dear ImGui windows when a Host Viewport has been moved - // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) - const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) - TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); - - // Update DPI scale - float new_dpi_scale; - if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) - new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); - else if (viewport->PlatformMonitor != -1) - new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; - else - new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; - if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) - { - float scale_factor = new_dpi_scale / viewport->DpiScale; - if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) - ScaleWindowsInViewport(viewport, scale_factor); - //if (viewport == GetMainViewport()) - // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); - - // Scale our window moving pivot so that the window will rescale roughly around the mouse position. - // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. - // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) - //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) - // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); - } - viewport->DpiScale = new_dpi_scale; - } - - // Update fallback monitor - if (g.PlatformIO.Monitors.Size == 0) - { - ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; - monitor->MainPos = main_viewport->Pos; - monitor->MainSize = main_viewport->Size; - monitor->WorkPos = main_viewport->WorkPos; - monitor->WorkSize = main_viewport->WorkSize; - monitor->DpiScale = main_viewport->DpiScale; - } - - if (!viewports_enabled) - { - g.MouseViewport = main_viewport; - return; - } - - // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. - // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. - ImGuiViewportP* viewport_hovered = NULL; - if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) - { - viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; - if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) - viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. - } - else - { - // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: - // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. - // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. - // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) - viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); - } - if (viewport_hovered != NULL) - g.MouseLastHoveredViewport = viewport_hovered; - else if (g.MouseLastHoveredViewport == NULL) - g.MouseLastHoveredViewport = g.Viewports[0]; - - // Update mouse reference viewport - // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) - // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) - if (g.MovingWindow && g.MovingWindow->Viewport) - g.MouseViewport = g.MovingWindow->Viewport; - else - g.MouseViewport = g.MouseLastHoveredViewport; - - // When dragging something, always refer to the last hovered viewport. - // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) - // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) - // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. - // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. - const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; - if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) - viewport_hovered = g.MouseLastHoveredViewport; - if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) - if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) - g.MouseViewport = viewport_hovered; - - IM_ASSERT(g.MouseViewport != NULL); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); } // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) static void ImGui::UpdateViewportsEndFrame() { - ImGuiContext& g = *GImGui; - g.PlatformIO.Viewports.resize(0); - for (int i = 0; i < g.Viewports.Size; i++) - { - ImGuiViewportP* viewport = g.Viewports[i]; - viewport->LastPos = viewport->Pos; - if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) - if (i > 0) // Always include main viewport in the list - continue; - if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) - continue; - if (i > 0) - IM_ASSERT(viewport->Window != NULL); - g.PlatformIO.Viewports.push_back(viewport); - } - g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called } // FIXME: We should ideally refactor the system to call this every frame (we currently don't) ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0); - - flags |= ImGuiViewportFlags_IsPlatformWindow; - if (window != NULL) - { - if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) - flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; - if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) - flags |= ImGuiViewportFlags_NoInputs; - if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) - flags |= ImGuiViewportFlags_NoFocusOnAppearing; - } - - ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); - if (viewport) - { - // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) - if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) - viewport->Pos = pos; - if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) - viewport->Size = size; - viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags - } - else - { - // New viewport - viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = id; - viewport->Idx = g.Viewports.Size; - viewport->Pos = viewport->LastPos = pos; - viewport->Size = size; - viewport->Flags = flags; - UpdateViewportPlatformMonitor(viewport); - g.Viewports.push_back(viewport); - IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); - - // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. - // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame - g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); - g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); - g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); - g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); - - // Store initial DpiScale before the OS platform window creation, based on expected monitor data. - // This is so we can select an appropriate font size on the first frame of our window lifetime - if (viewport->PlatformMonitor != -1) - viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; - } - - viewport->Window = window; - viewport->LastFrameActive = g.FrameCount; - viewport->UpdateWorkRect(); - IM_ASSERT(window == NULL || viewport->ID == window->ID); - - if (window != NULL) - window->ViewportOwned = true; - - return viewport; + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; } static void ImGui::DestroyViewport(ImGuiViewportP* viewport) { - // Clear references to this viewport in windows (window->ViewportId becomes the master data) - ImGuiContext& g = *GImGui; - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - { - ImGuiWindow* window = g.Windows[window_n]; - if (window->Viewport != viewport) - continue; - window->Viewport = NULL; - window->ViewportOwned = false; - } - if (viewport == g.MouseLastHoveredViewport) - g.MouseLastHoveredViewport = NULL; - - // Destroy - IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); - DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. - IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); - IM_ASSERT(g.Viewports[viewport->Idx] == viewport); - g.Viewports.erase(g.Viewports.Data + viewport->Idx); - IM_DELETE(viewport); + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); } // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. static void ImGui::WindowSelectViewport(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; - window->ViewportAllowPlatformMonitorExtend = -1; - - // Restore main viewport if multi-viewport is not supported by the backend - ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); - if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) - { - SetWindowViewport(window, main_viewport); - return; - } - window->ViewportOwned = false; - - // Appearing popups reset their viewport so they can inherit again - if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) - { - window->Viewport = NULL; - window->ViewportId = 0; - } - - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) - { - // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) - window->Viewport = window->ParentWindow->Viewport; - - // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file - if (window->Viewport == NULL && window->ViewportId != 0) - { - window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); - if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) - window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); - } - } - - bool lock_viewport = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) - { - // Code explicitly request a viewport - window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); - window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. - lock_viewport = true; - } - else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) - { - // Always inherit viewport from parent window - if (window->DockNode && window->DockNode->HostWindow) - IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); - window->Viewport = window->ParentWindow->Viewport; - } - else if (window->DockNode && window->DockNode->HostWindow) - { - // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame - window->Viewport = window->DockNode->HostWindow->Viewport; - } - else if (flags & ImGuiWindowFlags_Tooltip) - { - window->Viewport = g.MouseViewport; - } - else if (GetWindowAlwaysWantOwnViewport(window)) - { - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); - } - else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) - { - if (window->Viewport != NULL && window->Viewport->Window == window) - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); - } - else - { - // Merge into host viewport? - // We cannot test window->ViewportOwned as it set lower in the function. - // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) - bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); - if (try_to_merge_into_host_viewport) - UpdateTryMergeWindowIntoHostViewports(window); - } - - // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport - if (window->Viewport == NULL) - if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); - - // Mark window as allowed to protrude outside of its viewport and into the current monitor - if (!lock_viewport) - { - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - { - // We need to take account of the possibility that mouse may become invalid. - // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. - ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; - bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); - bool mouse_valid = IsMousePosValid(&mouse_ref); - if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) - window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); - else - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; - } - else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) - { - // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. - const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; - if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) - { - // Steal/transfer ownership - IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); - window->Viewport->Window = window; - window->Viewport->ID = window->ID; - window->Viewport->LastNameHash = 0; - } - else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? - { - // New viewport - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); - } - } - else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) - { - // Regular (non-child, non-popup) windows by default are also allowed to protrude - // Child windows are kept contained within their parent. - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; - } - } - - // Update flags - window->ViewportOwned = (window == window->Viewport->Window); - window->ViewportId = window->Viewport->ID; - - // If the OS window has a title bar, hide our imgui title bar - //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) - // window->Flags |= ImGuiWindowFlags_NoTitleBar; + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; } void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) { - ImGuiContext& g = *GImGui; - - bool viewport_rect_changed = false; - - // Synchronize window --> viewport in most situations - // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM - if (window->Viewport->PlatformRequestMove) - { - window->Pos = window->Viewport->Pos; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Pos = window->Pos; - } - - if (window->Viewport->PlatformRequestResize) - { - window->Size = window->SizeFull = window->Viewport->Size; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Size = window->Size; - } - window->Viewport->UpdateWorkRect(); - - // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() - // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. - if (viewport_rect_changed) - UpdateViewportPlatformMonitor(window->Viewport); - - // Update common viewport flags - const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; - ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; - ImGuiWindowFlags window_flags = window->Flags; - const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; - const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; - if (window_flags & ImGuiWindowFlags_Tooltip) - viewport_flags |= ImGuiViewportFlags_TopMost; - if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; - if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) - viewport_flags |= ImGuiViewportFlags_NoDecoration; - - // Not correct to set modal as topmost because: - // - Because other popups can be stacked above a modal (e.g. combo box in a modal) - // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" - //if (flags & ImGuiWindowFlags_Modal) - // viewport_flags |= ImGuiViewportFlags_TopMost; - - // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them - // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). - // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, - // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. - if (is_short_lived_floating_window && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; - - // We can overwrite viewport flags using ImGuiWindowClass (advanced users) - if (window->WindowClass.ViewportFlagsOverrideSet) - viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; - if (window->WindowClass.ViewportFlagsOverrideClear) - viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; - - // We can also tell the backend that clearing the platform window won't be necessary, - // as our window background is filling the viewport and we have disabled BgAlpha. - // FIXME: Work on support for per-viewport transparency (#2766) - if (!(window_flags & ImGuiWindowFlags_NoBackground)) - viewport_flags |= ImGuiViewportFlags_NoRendererClear; - - window->Viewport->Flags = viewport_flags; - - // Update parent viewport ID - // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) - if (window->WindowClass.ParentViewportId != (ImGuiID)-1) - window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; - else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) - window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; - else - window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; } // Called by user at the end of the main loop, after EndFrame() // This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. void ImGui::UpdatePlatformWindows() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); - IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); - g.FrameCountPlatformEnded = g.FrameCount; - if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) - return; - - // Create/resize/destroy platform windows to match each active viewport. - // Skip the main viewport (index 0), which is always fully handled by the application! - for (int i = 1; i < g.Viewports.Size; i++) - { - ImGuiViewportP* viewport = g.Viewports[i]; - - // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window - // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) - bool destroy_platform_window = false; - destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); - destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); - if (destroy_platform_window) - { - DestroyPlatformWindow(viewport); - continue; - } - - // New windows that appears directly in a new viewport won't always have a size on their first frame - if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) - continue; - - // Create window - bool is_new_platform_window = (viewport->PlatformWindowCreated == false); - if (is_new_platform_window) - { - IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); - g.PlatformIO.Platform_CreateWindow(viewport); - if (g.PlatformIO.Renderer_CreateWindow != NULL) - g.PlatformIO.Renderer_CreateWindow(viewport); - viewport->LastNameHash = 0; - viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) - viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. - viewport->PlatformWindowCreated = true; - } - - // Apply Position and Size (from ImGui to Platform/Renderer backends) - if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) - g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); - if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) - g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); - if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) - g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); - viewport->LastPlatformPos = viewport->Pos; - viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; - - // Update title bar (if it changed) - if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) - { - const char* title_begin = window_for_title->Name; - char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); - const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); - if (viewport->LastNameHash != title_hash) - { - char title_end_backup_c = *title_end; - *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. - g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); - *title_end = title_end_backup_c; - viewport->LastNameHash = title_hash; - } - } - - // Update alpha (if it changed) - if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) - g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); - viewport->LastAlpha = viewport->Alpha; - - // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. - if (g.PlatformIO.Platform_UpdateWindow) - g.PlatformIO.Platform_UpdateWindow(viewport); - - if (is_new_platform_window) - { - // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) - if (g.FrameCount < 3) - viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; - - // Show window - g.PlatformIO.Platform_ShowWindow(viewport); - - // Even without focus, we assume the window becomes front-most. - // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. - if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) - viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; - } - - // Clear request flags - viewport->ClearRequestFlags(); - } - - // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. - // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. - // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab. - if (g.PlatformIO.Platform_GetWindowFocus != NULL) - { - ImGuiViewportP* focused_viewport = NULL; - for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - if (viewport->PlatformWindowCreated) - if (g.PlatformIO.Platform_GetWindowFocus(viewport)) - focused_viewport = viewport; - } - - // Store a tag so we can infer z-order easily from all our windows - // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag - // will keep the front most stamp instead of losing it back to their parent viewport. - if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) - { - if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) - focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; - g.PlatformLastFocusedViewportId = focused_viewport->ID; - } - } + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } } // This is a default/basic function for performing the rendering/swap of multiple Platform Windows. @@ -14131,36 +15073,36 @@ void ImGui::UpdatePlatformWindows() // void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { - // Skip the main viewport (index 0), which is always fully handled by the application! - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - for (int i = 1; i < platform_io.Viewports.Size; i++) - { - ImGuiViewport* viewport = platform_io.Viewports[i]; - if (viewport->Flags & ImGuiViewportFlags_Minimized) - continue; - if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); - if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); - } - for (int i = 1; i < platform_io.Viewports.Size; i++) - { - ImGuiViewport* viewport = platform_io.Viewports[i]; - if (viewport->Flags & ImGuiViewportFlags_Minimized) - continue; - if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); - if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); - } + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } } static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) { - ImGuiContext& g = *GImGui; - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) - { - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) - return monitor_n; - } - return -1; + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; } // Search for the monitor with the largest intersection area with the given rectangle @@ -14168,87 +15110,88 @@ static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) // FIXME-OPT: We could test the last monitor used for that viewport first, and early static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { - ImGuiContext& g = *GImGui; - - const int monitor_count = g.PlatformIO.Monitors.Size; - if (monitor_count <= 1) - return monitor_count - 1; - - // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. - // This is necessary for tooltips which always resize down to zero at first. - const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); - int best_monitor_n = -1; - float best_monitor_surface = 0.001f; - - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) - { - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); - if (monitor_rect.Contains(rect)) - return monitor_n; - ImRect overlapping_rect = rect; - overlapping_rect.ClipWithFull(monitor_rect); - float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); - if (overlapping_surface < best_monitor_surface) - continue; - best_monitor_surface = overlapping_surface; - best_monitor_n = monitor_n; - } - return best_monitor_n; + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; } // Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { - viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } // Return value is always != NULL, but don't hold on it across frames. const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) { - ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; - int monitor_idx = viewport->PlatformMonitor; - if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) - return &g.PlatformIO.Monitors[monitor_idx]; - return &g.FallbackMonitor; + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; } void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { - ImGuiContext& g = *GImGui; - if (viewport->PlatformWindowCreated) - { - if (g.PlatformIO.Renderer_DestroyWindow) - g.PlatformIO.Renderer_DestroyWindow(viewport); - if (g.PlatformIO.Platform_DestroyWindow) - g.PlatformIO.Platform_DestroyWindow(viewport); - IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); - - // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() - // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. - if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) - viewport->PlatformWindowCreated = false; - } - else - { - IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); - } - viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; - viewport->ClearRequestFlags(); + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); } void ImGui::DestroyPlatformWindows() { - // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend - // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. - // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling - // code to operator a consistent manner. - // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without - // crashing if it doesn't have data stored. - ImGuiContext& g = *GImGui; - for (int i = 0; i < g.Viewports.Size; i++) - DestroyPlatformWindow(g.Viewports[i]); + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); } @@ -14290,7 +15233,7 @@ void ImGui::DestroyPlatformWindows() // | - draw node background // | - DockNodeUpdateTabBar() - create/update tab bar for a docking node // | - DockNodeAddTabBar() -// | - DockNodeUpdateWindowMenu() +// | - DockNodeWindowMenuUpdate() // | - DockNodeCalcTabBarLayout() // | - BeginTabBarEx() // | - TabItemEx() calls @@ -14326,64 +15269,64 @@ void ImGui::DestroyPlatformWindows() enum ImGuiDockRequestType { - ImGuiDockRequestType_None = 0, - ImGuiDockRequestType_Dock, - ImGuiDockRequestType_Undock, - ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload }; struct ImGuiDockRequest { - ImGuiDockRequestType Type; - ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) - ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into - ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] - ImGuiDir DockSplitDir; - float DockSplitRatio; - bool DockSplitOuter; - ImGuiWindow* UndockTargetWindow; - ImGuiDockNode* UndockTargetNode; - - ImGuiDockRequest() - { - Type = ImGuiDockRequestType_None; - DockTargetWindow = DockPayload = UndockTargetWindow = NULL; - DockTargetNode = UndockTargetNode = NULL; - DockSplitDir = ImGuiDir_None; - DockSplitRatio = 0.5f; - DockSplitOuter = false; - } + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } }; struct ImGuiDockPreviewData { - ImGuiDockNode FutureNode; - bool IsDropAllowed; - bool IsCenterAvailable; - bool IsSidesAvailable; // Hold your breath, grammar freaks.. - bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) - ImGuiDockNode* SplitNode; - ImGuiDir SplitDir; - float SplitRatio; - ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() - - ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } }; // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { - ImGuiID ID; - ImGuiID ParentNodeId; - ImGuiID ParentWindowId; - ImGuiID SelectedTabId; - signed char SplitAxis; - char Depth; - ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) - Imivec2h Pos; - Imivec2h Size; - Imivec2h SizeRef; - ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- @@ -14392,63 +15335,60 @@ struct ImGuiDockNodeSettings namespace ImGui { - // ImGuiDockContext - static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); - static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); - static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); - static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); - static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); - static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); - static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); - static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); - static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); - static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); - static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all - - // ImGuiDockNode - static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); - static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); - static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); - static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); - static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); - static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); - static void DockNodeHideHostWindow(ImGuiDockNode* node); - static void DockNodeUpdate(ImGuiDockNode* node); - static void DockNodeUpdateForRootNode(ImGuiDockNode* node); - static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); - static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); - static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); - static void DockNodeAddTabBar(ImGuiDockNode* node); - static void DockNodeRemoveTabBar(ImGuiDockNode* node); - static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); - static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); - static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); - static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); - static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); - static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); - static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); - static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); - static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); - static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } - static int DockNodeGetTabOrder(ImGuiWindow* window); - - // ImGuiDockNode tree manipulations - static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); - static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); - static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); - static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); - static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); - static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); - - // Settings - static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); - static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); - static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); - static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); - static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); - static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); - static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); - static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); } //----------------------------------------------------------------------------- @@ -14481,333 +15421,335 @@ namespace ImGui void ImGui::DockContextInitialize(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; - // Add .ini handle for persistent docking data - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Docking"; - ini_handler.TypeHash = ImHashStr("Docking"); - ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; - ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read - ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; - ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; - ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; } void ImGui::DockContextShutdown(ImGuiContext* ctx) { - ImGuiDockContext* dc = &ctx->DockContext; - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - IM_DELETE(node); + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); } void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) { - IM_UNUSED(ctx); - IM_ASSERT(ctx == GImGui); - DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); - DockBuilderRemoveNodeChildNodes(root_id); + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); } // [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch // (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { - IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); - ImGuiDockContext* dc = &ctx->DockContext; - SaveIniSettingsToMemory(); - ImGuiID root_id = 0; // Rebuild all - DockContextClearNodes(ctx, root_id, false); - DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); - DockContextBuildAddWindowsToNodes(ctx, root_id); + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - { - if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) - DockContextClearNodes(ctx, 0, true); - return; - } - - // Setting NoSplit at runtime merges all nodes - if (g.IO.ConfigDockingNoSplit) - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode() && node->IsSplitNode()) - { - DockBuilderRemoveNodeChildNodes(node->ID); - //dc->WantFullRebuild = true; - } - - // Process full rebuild + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild #if 0 - if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) - dc->WantFullRebuild = true; + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; #endif - if (dc->WantFullRebuild) - { - DockContextRebuildNodes(ctx); - dc->WantFullRebuild = false; - } - - // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) - for (int n = 0; n < dc->Requests.Size; n++) - { - ImGuiDockRequest* req = &dc->Requests[n]; - if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow) - DockContextProcessUndockWindow(ctx, req->UndockTargetWindow); - else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode) - DockContextProcessUndockNode(ctx, req->UndockTargetNode); - } + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - return; - - // [DEBUG] Store hovered dock node. - // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. - // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. - g.HoveredDockNode = NULL; - if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) - { - if (hovered_window->DockNodeAsHost) - g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); - else if (hovered_window->RootWindow->DockNode) - g.HoveredDockNode = hovered_window->RootWindow->DockNode; - } - - // Process Docking requests - for (int n = 0; n < dc->Requests.Size; n++) - if (dc->Requests[n].Type == ImGuiDockRequestType_Dock) - DockContextProcessDock(ctx, &dc->Requests[n]); - dc->Requests.resize(0); - - // Create windows for each automatic docking nodes - // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsFloatingNode()) - DockNodeUpdate(node); + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); } void ImGui::DockContextEndFrame(ImGuiContext* ctx) { - // Draw backgrounds of node missing their window - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &g.DockContext; - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) - { - ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); - ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE); - node->HostWindow->DrawList->ChannelsSetCurrent(0); - node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); - } + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } } -static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) { - return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); } ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { - // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) - // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 - // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. - ImGuiID id = 0x0001; - while (DockContextFindNodeByID(ctx, id) != NULL) - id++; - return id; + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; } static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) { - // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. - if (id == 0) - id = DockContextGenNodeID(ctx); - else - IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); - // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! - IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); - ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); - ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); - return node; + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; } static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; - - IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); - IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); - IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); - IM_ASSERT(node->Windows.Size == 0); - - if (node->HostWindow) - node->HostWindow->DockNodeAsHost = NULL; - - ImGuiDockNode* parent_node = node->ParentNode; - const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); - if (merge) - { - IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); - ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); - DockNodeTreeMerge(&g, parent_node, sibling_node); - } - else - { - for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) - if (parent_node->ChildNodes[n] == node) - node->ParentNode->ChildNodes[n] = NULL; - dc->Nodes.SetVoidPtr(node->ID, NULL); - IM_DELETE(node); - } + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } } static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) { - const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; - const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; - return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); } // Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. struct ImGuiDockContextPruneNodeData { - int CountWindows, CountChildWindows, CountChildNodes; - ImGuiID RootId; - ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } }; // Garbage collect unused nodes (run once at init time) static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; - IM_ASSERT(g.Windows.Size == 0); - - ImPool pool; - pool.Reserve(dc->NodesSettings.Size); - - // Count child nodes and compute RootID - for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) - { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; - ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; - pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; - if (settings->ParentNodeId) - pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; - } - - // Count reference to dock ids from dockspaces - // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() - for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) - { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; - if (settings->ParentWindowId != 0) - if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId)) - if (window_settings->DockId) - if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) - data->CountChildNodes++; - } - - // Count reference to dock ids from window settings - // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (ImGuiID dock_id = settings->DockId) - if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) - { - data->CountWindows++; - if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) - data_root->CountChildWindows++; - } - - // Prune - for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) - { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; - ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); - if (data->CountWindows > 1) - continue; - ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); - - bool remove = false; - remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window - remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window - remove |= (data_root->CountChildWindows == 0); - if (remove) - { - IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); - DockSettingsRemoveNodeReferences(&settings->ID, 1); - settings->ID = 0; - } - } + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } } static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) { - // Build nodes - for (int node_n = 0; node_n < node_settings_count; node_n++) - { - ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; - if (settings->ID == 0) - continue; - ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); - node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; - node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); - node->Size = ImVec2(settings->Size.x, settings->Size.y); - node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; - if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) - node->ParentNode->ChildNodes[0] = node; - else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) - node->ParentNode->ChildNodes[1] = node; - node->SelectedTabId = settings->SelectedTabId; - node->SplitAxis = (ImGuiAxis)settings->SplitAxis; - node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); - - // Bind host window immediately if it already exist (in case of a rebuild) - // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. - char host_window_title[20]; - ImGuiDockNode* root_node = DockNodeGetRootNode(node); - node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); - } + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } } void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) { - // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) - ImGuiContext& g = *ctx; - for (int n = 0; n < g.Windows.Size; n++) - { - ImGuiWindow* window = g.Windows[n]; - if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) - continue; - if (window->DockNode != NULL) - continue; - - ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); - IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() - if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) - DockNodeAddWindow(node, window, true); - } + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } } //----------------------------------------------------------------------------- @@ -14825,178 +15767,178 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { - IM_ASSERT(target != payload); - ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Dock; - req.DockTargetWindow = target; - req.DockTargetNode = target_node; - req.DockPayload = payload; - req.DockSplitDir = split_dir; - req.DockSplitRatio = split_ratio; - req.DockSplitOuter = split_outer; - ctx->DockContext.Requests.push_back(req); + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) { - ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Undock; - req.UndockTargetWindow = window; - ctx->DockContext.Requests.push_back(req); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Undock; - req.UndockTargetNode = node; - ctx->DockContext.Requests.push_back(req); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiDockContext* dc = &ctx->DockContext; - for (int n = 0; n < dc->Requests.Size; n++) - if (dc->Requests[n].DockTargetNode == node) - dc->Requests[n].Type = ImGuiDockRequestType_None; + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; } void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { - IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); - IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); - - ImGuiContext& g = *ctx; - IM_UNUSED(g); - - ImGuiWindow* payload_window = req->DockPayload; // Optional - ImGuiWindow* target_window = req->DockTargetWindow; - ImGuiDockNode* node = req->DockTargetNode; - if (payload_window) - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); - else - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); - - // Decide which Tab will be selected at the end of the operation - ImGuiID next_selected_id = 0; - ImGuiDockNode* payload_node = NULL; - if (payload_window) - { - payload_node = payload_window->DockNodeAsHost; - payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. - if (payload_node && payload_node->IsLeafNode()) - next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; - if (payload_node == NULL) - next_selected_id = payload_window->TabId; - } - - // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well - // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. - if (node) - IM_ASSERT(node->LastFrameAlive <= g.FrameCount); - if (node && target_window && node == target_window->DockNodeAsHost) - IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); - - // Create new node and add existing window to it - if (node == NULL) - { - node = DockContextAddNode(ctx, 0); - node->Pos = target_window->Pos; - node->Size = target_window->Size; - if (target_window->DockNodeAsHost == NULL) - { - DockNodeAddWindow(node, target_window, true); - node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; - target_window->DockIsActive = true; - } - } - - ImGuiDir split_dir = req->DockSplitDir; - if (split_dir != ImGuiDir_None) - { - // Split into two, one side will be our payload node unless we are dropping a loose window - const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side - const float split_ratio = req->DockSplitRatio; - DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! - ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; - new_node->HostWindow = node->HostWindow; - node = new_node; - } - node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); - - if (node != payload_node) - { - // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) - if (node->Windows.Size > 0 && node->TabBar == NULL) - { - DockNodeAddTabBar(node); - for (int n = 0; n < node->Windows.Size; n++) - TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); - } - - if (payload_node != NULL) - { - // Transfer full payload node (with 1+ child windows or child nodes) - if (payload_node->IsSplitNode()) - { - if (node->Windows.Size > 0) - { - // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. - // In this situation, we move the windows of the target node into the currently visible node of the payload. - // This allows us to preserve some of the underlying dock tree settings nicely. - IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. - ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; - if (visible_node->TabBar) - IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); - DockNodeMoveWindows(node, visible_node); - DockNodeMoveWindows(visible_node, node); - DockSettingsRenameNodeReferences(node->ID, visible_node->ID); - } - if (node->IsCentralNode()) - { - // Central node property needs to be moved to a leaf node, pick the last focused one. - // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? - ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); - IM_ASSERT(last_focused_node != NULL); - ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); - IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); - last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); - node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); - last_focused_root_node->CentralNode = last_focused_node; - } - - IM_ASSERT(node->Windows.Size == 0); - DockNodeMoveChildNodes(node, payload_node); - } - else - { - const ImGuiID payload_dock_id = payload_node->ID; - DockNodeMoveWindows(node, payload_node); - DockSettingsRenameNodeReferences(payload_dock_id, node->ID); - } - DockContextRemoveNode(ctx, payload_node, true); - } - else if (payload_window) - { - // Transfer single window - const ImGuiID payload_dock_id = payload_window->DockId; - node->VisibleWindow = payload_window; - DockNodeAddWindow(node, payload_window, true); - if (payload_dock_id != 0) - DockSettingsRenameNodeReferences(payload_dock_id, node->ID); - } - } - else - { - // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar - node->WantHiddenTabBarUpdate = true; - } - - // Update selection immediately - if (ImGuiTabBar* tab_bar = node->TabBar) - tab_bar->NextSelectedTabId = next_selected_id; - MarkIniSettingsDirty(); + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); } // Problem: @@ -15009,89 +15951,92 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) // Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) { - if (ref_viewport == NULL) - return size; + if (ref_viewport == NULL) + return size; - ImGuiContext& g = *GImGui; - ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - { - const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); - max_size = ImFloor(monitor->WorkSize * 0.90f); - } - return ImMin(size, max_size); + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); } void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); - IM_UNUSED(ctx); - if (window->DockNode) - DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); - else - window->DockId = 0; - window->Collapsed = false; - window->DockIsActive = false; - window->DockNodeIsVisible = window->DockTabIsVisible = false; - window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); - MarkIniSettingsDirty(); + MarkIniSettingsDirty(); } void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID); - IM_ASSERT(node->IsLeafNode()); - IM_ASSERT(node->Windows.Size >= 1); - - if (node->IsRootNode() || node->IsCentralNode()) - { - // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. - ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); - new_node->Pos = node->Pos; - new_node->Size = node->Size; - new_node->SizeRef = node->SizeRef; - DockNodeMoveWindows(new_node, node); - DockSettingsRenameNodeReferences(node->ID, new_node->ID); - for (int n = 0; n < new_node->Windows.Size; n++) - { - ImGuiWindow* window = new_node->Windows[n]; - window->Flags &= ~ImGuiWindowFlags_ChildWindow; - if (window->ParentWindow) - window->ParentWindow->DC.ChildWindows.find_erase(window); - UpdateWindowParentAndRootLinks(window, window->Flags, NULL); - } - node = new_node; - } - else - { - // Otherwise extract our node and merge our sibling back into the parent node. - IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); - int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; - node->ParentNode->ChildNodes[index_in_parent] = NULL; - DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); - node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport - node->ParentNode = NULL; - } - node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; - node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); - node->WantMouseMove = true; - MarkIniSettingsDirty(); + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); } // This is mostly used for automation. -bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { - // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects - // (which would be functionally identical) we only show the outer one. Reflect this here. - if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) - split_outer = true; - ImGuiDockPreviewData split_data; - DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); - if (split_data.DropRectsDraw[split_dir + 1].IsInverted()) - return false; - *out_pos = split_data.DropRectsDraw[split_dir + 1].GetCenter(); - return true; + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; } //----------------------------------------------------------------------------- @@ -15129,1484 +16074,1540 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* ImGuiDockNode::ImGuiDockNode(ImGuiID id) { - ID = id; - SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; - ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; - TabBar = NULL; - SplitAxis = ImGuiAxis_None; - - State = ImGuiDockNodeState_Unknown; - LastBgColor = IM_COL32_WHITE; - HostWindow = VisibleWindow = NULL; - CentralNode = OnlyNodeWithWindows = NULL; - CountNodeWithWindows = 0; - LastFrameAlive = LastFrameActive = LastFrameFocused = -1; - LastFocusedNodeId = 0; - SelectedTabId = 0; - WantCloseTabId = 0; - AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; - AuthorityForViewport = ImGuiDataAuthority_Auto; - IsVisible = true; - IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; - IsBgDrawnThisFrame = false; - WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; } ImGuiDockNode::~ImGuiDockNode() { - IM_DELETE(TabBar); - TabBar = NULL; - ChildNodes[0] = ChildNodes[1] = NULL; + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; } int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) { - ImGuiTabBar* tab_bar = window->DockNode->TabBar; - if (tab_bar == NULL) - return -1; - ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); - return tab ? tab_bar->GetTabOrder(tab) : -1; + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; } static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) { - window->Hidden = true; - window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; } static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { - ImGuiContext& g = *GImGui; (void)g; - if (window->DockNode) - { - // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) - IM_ASSERT(window->DockNode->ID != node->ID); - DockNodeRemoveWindow(window->DockNode, window, 0); - } - IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); - IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); - - // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, - // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). - // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() - if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) - DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); - - node->Windows.push_back(window); - node->WantHiddenTabBarUpdate = true; - window->DockNode = node; - window->DockId = node->ID; - window->DockIsActive = (node->Windows.Size > 1); - window->DockTabWantClose = false; - - // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. - // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. - if (node->HostWindow == NULL && node->IsFloatingNode()) - { - if (node->AuthorityForPos == ImGuiDataAuthority_Auto) - node->AuthorityForPos = ImGuiDataAuthority_Window; - if (node->AuthorityForSize == ImGuiDataAuthority_Auto) - node->AuthorityForSize = ImGuiDataAuthority_Window; - if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) - node->AuthorityForViewport = ImGuiDataAuthority_Window; - } - - // Add to tab bar if requested - if (add_to_tab_bar) - { - if (node->TabBar == NULL) - { - DockNodeAddTabBar(node); - node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; - - // Add existing windows - for (int n = 0; n < node->Windows.Size - 1; n++) - TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); - } - TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); - } - - DockNodeUpdateVisibleFlag(node); - - // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. - if (node->HostWindow) - UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); } static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) { - ImGuiContext& g = *GImGui; - IM_ASSERT(window->DockNode == node); - //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); - //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() - IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); - IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); - - window->DockNode = NULL; - window->DockIsActive = window->DockTabWantClose = false; - window->DockId = save_dock_id; - window->Flags &= ~ImGuiWindowFlags_ChildWindow; - if (window->ParentWindow) - window->ParentWindow->DC.ChildWindows.find_erase(window); - UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately - - // Remove window - bool erased = false; - for (int n = 0; n < node->Windows.Size; n++) - if (node->Windows[n] == window) - { - node->Windows.erase(node->Windows.Data + n); - erased = true; - break; - } - if (!erased) - IM_ASSERT(erased); - if (node->VisibleWindow == window) - node->VisibleWindow = NULL; - - // Remove tab and possibly tab bar - node->WantHiddenTabBarUpdate = true; - if (node->TabBar) - { - TabBarRemoveTab(node->TabBar, window->TabId); - const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; - if (node->Windows.Size < tab_count_threshold_for_tab_bar) - DockNodeRemoveTabBar(node); - } - - if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) - { - // Automatic dock node delete themselves if they are not holding at least one tab - DockContextRemoveNode(&g, node, true); - return; - } - - if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) - { - ImGuiWindow* remaining_window = node->Windows[0]; - if (node->HostWindow->ViewportOwned && node->IsRootNode()) - { - // Transfer viewport back to the remaining loose window - IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name); - IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); - node->HostWindow->Viewport->Window = remaining_window; - node->HostWindow->Viewport->ID = remaining_window->ID; - } - remaining_window->Collapsed = node->HostWindow->Collapsed; - } - - // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree - DockNodeUpdateVisibleFlag(node); + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); } static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { - IM_ASSERT(dst_node->Windows.Size == 0); - dst_node->ChildNodes[0] = src_node->ChildNodes[0]; - dst_node->ChildNodes[1] = src_node->ChildNodes[1]; - if (dst_node->ChildNodes[0]) - dst_node->ChildNodes[0]->ParentNode = dst_node; - if (dst_node->ChildNodes[1]) - dst_node->ChildNodes[1]->ParentNode = dst_node; - dst_node->SplitAxis = src_node->SplitAxis; - dst_node->SizeRef = src_node->SizeRef; - src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; } static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { - // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) - IM_ASSERT(src_node && dst_node && dst_node != src_node); - ImGuiTabBar* src_tab_bar = src_node->TabBar; - if (src_tab_bar != NULL) - IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); - - // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) - bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); - if (move_tab_bar) - { - dst_node->TabBar = src_node->TabBar; - src_node->TabBar = NULL; - } - - for (int n = 0; n < src_node->Windows.Size; n++) - { - // DockNode's TabBar may have non-window Tabs manually appended by user - if (ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]) - { - window->DockNode = NULL; - window->DockIsActive = false; - DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); - } - } - src_node->Windows.clear(); - - if (!move_tab_bar && src_node->TabBar) - { - if (dst_node->TabBar) - dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; - DockNodeRemoveTabBar(src_node); - } + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } } static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) { - for (int n = 0; n < node->Windows.Size; n++) - { - SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame - SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); - } + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } } static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) { - if (node->HostWindow) - { - if (node->HostWindow->DockNodeAsHost == node) - node->HostWindow->DockNodeAsHost = NULL; - node->HostWindow = NULL; - } + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } - if (node->Windows.Size == 1) - { - node->VisibleWindow = node->Windows[0]; - node->Windows[0]->DockIsActive = false; - } + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } - if (node->TabBar) - DockNodeRemoveTabBar(node); + if (node->TabBar) + DockNodeRemoveTabBar(node); } // Search function called once by root node in DockNodeUpdate() struct ImGuiDockNodeTreeInfo { - ImGuiDockNode* CentralNode; - ImGuiDockNode* FirstNodeWithWindows; - int CountNodesWithWindows; - //ImGuiWindowClass WindowClassForMerges; + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; - ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } }; static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) { - if (node->Windows.Size > 0) - { - if (info->FirstNodeWithWindows == NULL) - info->FirstNodeWithWindows = node; - info->CountNodesWithWindows++; - } - if (node->IsCentralNode()) - { - IM_ASSERT(info->CentralNode == NULL); // Should be only one - IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); - info->CentralNode = node; - } - if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) - return; - if (node->ChildNodes[0]) - DockNodeFindInfo(node->ChildNodes[0], info); - if (node->ChildNodes[1]) - DockNodeFindInfo(node->ChildNodes[1], info); + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); } static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) { - IM_ASSERT(id != 0); - for (int n = 0; n < node->Windows.Size; n++) - if (node->Windows[n]->ID == id) - return node->Windows[n]; - return NULL; + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; } // - Remove inactive windows/nodes. // - Update visibility flag. static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) { - ImGuiContext& g = *GImGui; - IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); - - // Inherit most flags - if (node->ParentNode) - node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; - - // Recurse into children - // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. - // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' - // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) - node->HasCentralNodeChild = false; - if (node->ChildNodes[0]) - DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); - if (node->ChildNodes[1]) - DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); - - // Remove inactive windows, collapse nodes - // Merge node flags overrides stored in windows - node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - ImGuiWindow* window = node->Windows[window_n]; - IM_ASSERT(window->DockNode == node); - - bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); - bool remove = false; - remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); - remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame - remove |= (window->DockTabWantClose); - if (remove) - { - window->DockTabWantClose = false; - if (node->Windows.Size == 1 && !node->IsCentralNode()) - { - DockNodeHideHostWindow(node); - node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; - DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return - return; - } - DockNodeRemoveWindow(node, window, node->ID); - window_n--; - continue; - } - - // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. - //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; - node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; - } - node->UpdateMergedFlags(); - - // Auto-hide tab bar option - ImGuiDockNodeFlags node_flags = node->MergedFlags; - if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) - node->WantHiddenTabBarToggle = true; - node->WantHiddenTabBarUpdate = false; - - // Cancel toggling if we know our tab bar is enforced to be hidden at all times - if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) - node->WantHiddenTabBarToggle = false; - - // Apply toggles at a single point of the frame (here!) - if (node->Windows.Size > 1) - node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); - else if (node->WantHiddenTabBarToggle) - node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); - node->WantHiddenTabBarToggle = false; - - DockNodeUpdateVisibleFlag(node); + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); } // This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) { - node->HasCentralNodeChild = false; - if (node->ChildNodes[0]) - DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); - if (node->ChildNodes[1]) - DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); - if (node->IsRootNode()) - { - ImGuiDockNode* mark_node = node->CentralNode; - while (mark_node) - { - mark_node->HasCentralNodeChild = true; - mark_node = mark_node->ParentNode; - } - } + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } } static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) { - // Update visibility flag - bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); - is_visible |= (node->Windows.Size > 0); - is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); - is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); - node->IsVisible = is_visible; + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; } static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(node->WantMouseMove == true); - StartMouseMovingWindow(window); - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; - g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. - node->WantMouseMove = false; + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; } // Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) { - DockNodeUpdateFlagsAndCollapse(node); - - // - Setup central node pointers - // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) - // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing - ImGuiDockNodeTreeInfo info; - DockNodeFindInfo(node, &info); - node->CentralNode = info.CentralNode; - node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; - node->CountNodeWithWindows = info.CountNodesWithWindows; - if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) - node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; - - // Copy the window class from of our first window so it can be used for proper dock filtering. - // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. - // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. - if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) - { - node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; - for (int n = 1; n < first_node_with_windows->Windows.Size; n++) - if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) - { - node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; - break; - } - } - - ImGuiDockNode* mark_node = node->CentralNode; - while (mark_node) - { - mark_node->HasCentralNodeChild = true; - mark_node = mark_node->ParentNode; - } -} - -static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) -{ - // Remove ourselves from any previous different host window - // This can happen if a user mistakenly does (see #4295 for details): - // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace - // - N+1: NewFrame() // will create floating host window for that node - // - N+1: DockSpace(id) // requalify node as dockspace, moving host window - if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) - node->HostWindow->DockNodeAsHost = NULL; - - host_window->DockNodeAsHost = node; - node->HostWindow = host_window; -} - -static void ImGui::DockNodeUpdate(ImGuiDockNode* node) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(node->LastFrameActive != g.FrameCount); - node->LastFrameAlive = g.FrameCount; - node->IsBgDrawnThisFrame = false; - - node->CentralNode = node->OnlyNodeWithWindows = NULL; - if (node->IsRootNode()) - DockNodeUpdateForRootNode(node); - - // Remove tab bar if not needed - if (node->TabBar && node->IsNoTabBar()) - DockNodeRemoveTabBar(node); - - // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) - bool want_to_hide_host_window = false; - if (node->IsFloatingNode()) - { - if (node->Windows.Size <= 1 && node->IsLeafNode()) - if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) - want_to_hide_host_window = true; - if (node->CountNodeWithWindows == 0) - want_to_hide_host_window = true; - } - if (want_to_hide_host_window) - { - if (node->Windows.Size == 1) - { - // Floating window pos/size is authoritative - ImGuiWindow* single_window = node->Windows[0]; - node->Pos = single_window->Pos; - node->Size = single_window->SizeFull; - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; - - // Transfer focus immediately so when we revert to a regular window it is immediately selected - if (node->HostWindow && g.NavWindow == node->HostWindow) - FocusWindow(single_window); - if (node->HostWindow) - { - single_window->Viewport = node->HostWindow->Viewport; - single_window->ViewportId = node->HostWindow->ViewportId; - if (node->HostWindow->ViewportOwned) - { - single_window->Viewport->Window = single_window; - single_window->ViewportOwned = true; - } - } - } - - DockNodeHideHostWindow(node); - node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; - node->WantCloseAll = false; - node->WantCloseTabId = 0; - node->HasCloseButton = node->HasWindowMenuButton = false; - node->LastFrameActive = g.FrameCount; - - if (node->WantMouseMove && node->Windows.Size == 1) - DockNodeStartMouseMovingWindow(node, node->Windows[0]); - return; - } - - // In some circumstance we will defer creating the host window (so everything will be kept hidden), - // while the expected visible window is resizing itself. - // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, - // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: - // N+0: Begin(): window created (with no known size), node is created - // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible - // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible - // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. - // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). - // In reality it isn't very important as user quickly ends up with size data in .ini file. - if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) - { - IM_ASSERT(node->Windows.Size > 0); - ImGuiWindow* ref_window = NULL; - if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! - ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); - if (ref_window == NULL) - ref_window = node->Windows[0]; - if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) - { - node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; - return; - } - } - - const ImGuiDockNodeFlags node_flags = node->MergedFlags; - - // Decide if the node will have a close button and a window menu button - node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; - node->HasCloseButton = false; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. - ImGuiWindow* window = node->Windows[window_n]; - node->HasCloseButton |= window->HasCloseButton; - window->DockIsActive = (node->Windows.Size > 1); - } - if (node_flags & ImGuiDockNodeFlags_NoCloseButton) - node->HasCloseButton = false; - - // Bind or create host window - ImGuiWindow* host_window = NULL; - bool beginned_into_host_window = false; - if (node->IsDockSpace()) - { - // [Explicit root dockspace node] - IM_ASSERT(node->HostWindow); - host_window = node->HostWindow; - } - else - { - // [Automatic root or child nodes] - if (node->IsRootNode() && node->IsVisible) - { - ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; - - // Sync Pos - if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) - SetNextWindowPos(ref_window->Pos); - else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) - SetNextWindowPos(node->Pos); - - // Sync Size - if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) - SetNextWindowSize(ref_window->SizeFull); - else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) - SetNextWindowSize(node->Size); - - // Sync Collapsed - if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) - SetNextWindowCollapsed(ref_window->Collapsed); - - // Sync Viewport - if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) - SetNextWindowViewport(ref_window->ViewportId); - - SetNextWindowClass(&node->WindowClass); - - // Begin into the host window - char window_label[20]; - DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; - window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; - window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; - window_flags |= ImGuiWindowFlags_NoTitleBar; - - SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); - Begin(window_label, NULL, window_flags); - PopStyleVar(); - beginned_into_host_window = true; - - host_window = g.CurrentWindow; - DockNodeSetupHostWindow(node, host_window); - host_window->DC.CursorPos = host_window->Pos; - node->Pos = host_window->Pos; - node->Size = host_window->Size; - - // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) - // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. - // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. - // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window - // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back - // after the dock host window, losing their top-most status. - if (node->HostWindow->Appearing) - BringWindowToDisplayFront(node->HostWindow); - - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; - } - else if (node->ParentNode) - { - node->HostWindow = host_window = node->ParentNode->HostWindow; - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; - } - if (node->WantMouseMove && node->HostWindow) - DockNodeStartMouseMovingWindow(node, node->HostWindow); - } - - // Update focused node (the one whose title bar is highlight) within a node tree - if (node->IsSplitNode()) - IM_ASSERT(node->TabBar == NULL); - if (node->IsRootNode()) - if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window) - node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID; - - // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace - ImGuiDockNode* central_node = node->CentralNode; - const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); - bool central_node_hole_register_hit_test_hole = central_node_hole; - if (central_node_hole) - if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) - if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) - central_node_hole_register_hit_test_hole = false; - if (central_node_hole_register_hit_test_hole) - { - // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. - // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen - // covering passthru node we'd have a gap on the edge not covered by the hole) - IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode - ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); - ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); - ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); - if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } - if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } - if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } - if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } - //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); - if (central_node_hole && !hole_rect.IsInverted()) - { - SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); - if (host_window->ParentWindow) - SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); - } - } - - // Update position/size, process and draw resizing splitters - if (node->IsRootNode() && host_window) - { - host_window->DrawList->ChannelsSetCurrent(1); - DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); - DockNodeTreeUpdateSplitter(node); - } - - // Draw empty node background (currently can only be the Central Node) - if (host_window && node->IsEmpty() && node->IsVisible) - { - host_window->DrawList->ChannelsSetCurrent(0); - node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); - if (node->LastBgColor != 0) - host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); - node->IsBgDrawnThisFrame = true; - } + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} - // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. - // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size - // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! - const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; - if (render_dockspace_bg && node->IsVisible) - { - host_window->DrawList->ChannelsSetCurrent(0); - if (central_node_hole) - RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); - else - host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); - } +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; - // Draw and populate Tab Bar - if (host_window) - host_window->DrawList->ChannelsSetCurrent(1); - if (host_window && node->Windows.Size > 0) - { - DockNodeUpdateTabBar(node, host_window); - } - else - { - node->WantCloseAll = false; - node->WantCloseTabId = 0; - node->IsFocused = false; - } - if (node->TabBar && node->TabBar->SelectedTabId) - node->SelectedTabId = node->TabBar->SelectedTabId; - else if (node->Windows.Size > 0) - node->SelectedTabId = node->Windows[0]->ID; - - // Draw payload drop target - if (host_window && node->IsVisible) - if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) - BeginDockableDragDropTarget(host_window); - - // We update this after DockNodeUpdateTabBar() - node->LastFrameActive = g.FrameCount; - - // Recurse into children - // FIXME-DOCK FIXME-OPT: Should not need to recurse into children - if (host_window) - { - if (node->ChildNodes[0]) - DockNodeUpdate(node->ChildNodes[0]); - if (node->ChildNodes[1]) - DockNodeUpdate(node->ChildNodes[1]); - - // Render outer borders last (after the tab bar) - if (node->IsRootNode()) - { - host_window->DrawList->ChannelsSetCurrent(1); - RenderWindowOuterBorders(host_window); - } - - // Further rendering (= hosted windows background) will be drawn on layer 0 - host_window->DrawList->ChannelsSetCurrent(0); - } + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} - // End host window - if (beginned_into_host_window) //-V1020 - End(); +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); } // Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) { - ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; - ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; - if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) - return d; - return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); -} - -static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) -{ - // Try to position the menu so it is more likely to stays within the same viewport - ImGuiContext& g = *GImGui; - ImGuiID ret_tab_id = 0; - if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) - SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); - else - SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); - if (BeginPopup("#WindowMenu")) - { - node->IsFocused = true; - if (tab_bar->Tabs.Size == 1) - { - if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) - node->WantHiddenTabBarToggle = true; - } - else - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - if (tab->Flags & ImGuiTabItemFlags_Button) - continue; - if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId)) - ret_tab_id = tab->ID; - SameLine(); - Text(" "); - } - } - EndPopup(); - } - return ret_tab_id; + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } } // User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) { - if (node->TabBar == NULL || node->HostWindow == NULL) - return false; - if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) - return false; - Begin(node->HostWindow->Name); - PushOverrideID(node->ID); - bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node); - IM_UNUSED(ret); - IM_ASSERT(ret); - return true; + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; } void ImGui::DockNodeEndAmendTabBar() { - EndTabBar(); - PopID(); - End(); + EndTabBar(); + PopID(); + End(); } -// Submit the tab bar corresponding to a dock node and various housekeeping details. -static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - - const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); - const bool closed_all = node->WantCloseAll && node_was_active; - const ImGuiID closed_one = node->WantCloseTabId && node_was_active; - node->WantCloseAll = false; - node->WantCloseTabId = 0; - - // Decide if we should use a focused title bar color - bool is_focused = false; - ImGuiDockNode* root_node = DockNodeGetRootNode(node); - if (g.NavWindowingTarget) - is_focused = (g.NavWindowingTarget->DockNode == node); - else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID) - is_focused = true; - - // Hidden tab bar will show a triangle on the upper-left (in Begin) - if (node->IsHiddenTabBar() || node->IsNoTabBar()) - { - node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; - node->IsFocused = is_focused; - if (is_focused) - node->LastFrameFocused = g.FrameCount; - if (node->VisibleWindow) - { - // Notify root of visible window (used to display title in OS task bar) - if (is_focused || root_node->VisibleWindow == NULL) - root_node->VisibleWindow = node->VisibleWindow; - if (node->TabBar) - node->TabBar->VisibleTabId = node->VisibleWindow->TabId; - } - return; - } - - // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed - bool backup_skip_item = host_window->SkipItems; - if (!node->IsDockSpace()) - { - host_window->SkipItems = false; - host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - } - - // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. - // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, - // as docked windows themselves will override the stack with their own root ID. - PushOverrideID(node->ID); - ImGuiTabBar* tab_bar = node->TabBar; - bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden - if (tab_bar == NULL) - { - DockNodeAddTabBar(node); - tab_bar = node->TabBar; - } - - ImGuiID focus_tab_id = 0; - node->IsFocused = is_focused; - - const ImGuiDockNodeFlags node_flags = node->MergedFlags; - const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); - - // In a dock node, the Collapse Button turns into the Window Menu button. - // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? - if (has_window_menu_button && IsPopupOpen("#WindowMenu")) - { - if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) - focus_tab_id = tab_bar->NextSelectedTabId = tab_id; - is_focused |= node->IsFocused; - } - - // Layout - ImRect title_bar_rect, tab_bar_rect; - ImVec2 window_menu_button_pos; - ImVec2 close_button_pos; - DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); - - // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. - const int tabs_count_old = tab_bar->Tabs.Size; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - ImGuiWindow* window = node->Windows[window_n]; - if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) - TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); - } - - // Title bar - if (is_focused) - node->LastFrameFocused = g.FrameCount; - ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE); - host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); - - // Docking/Collapse button - if (has_window_menu_button) - { - if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) - OpenPopup("#WindowMenu"); - if (IsItemActive()) - focus_tab_id = tab_bar->SelectedTabId; - } - - // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value - int tabs_unsorted_start = tab_bar->Tabs.Size; - for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) - { - // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? - tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; - tabs_unsorted_start = tab_n; - } - if (tab_bar->Tabs.Size > tabs_unsorted_start) - { - IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); - for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) - IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); - if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) - ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); - } - - // Apply NavWindow focus back to the tab bar - if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) - tab_bar->SelectedTabId = g.NavWindow->RootWindow->ID; - - // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated - if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; - else if (tab_bar->Tabs.Size > tabs_count_old) - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; - - // Begin tab bar - ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); - tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; - if (!host_window->Collapsed && is_focused) - tab_bar_flags |= ImGuiTabBarFlags_IsFocused; - BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); - //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); - - // Backup style colors - ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; - - // Submit actual tabs - node->VisibleWindow = NULL; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - ImGuiWindow* window = node->Windows[window_n]; - if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) - continue; - if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) - { - ImGuiTabItemFlags tab_item_flags = 0; - tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; - if (window->Flags & ImGuiWindowFlags_UnsavedDocument) - tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; - if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) - tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; - - // Apply stored style overrides for the window - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); - - // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) - bool tab_open = true; - TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); - if (!tab_open) - node->WantCloseTabId = window->TabId; - if (tab_bar->VisibleTabId == window->TabId) - node->VisibleWindow = window; - - // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call - window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; - window->DockTabItemRect = g.LastItemData.Rect; - - // Update navigation ID on menu layer - if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) - host_window->NavLastIds[1] = window->TabId; - } - } - - // Restore style colors - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; - - // Notify root of visible window (used to display title in OS task bar) - if (node->VisibleWindow) - if (is_focused || root_node->VisibleWindow == NULL) - root_node->VisibleWindow = node->VisibleWindow; - - // Close button (after VisibleWindow was updated) - // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId - const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; - const bool close_button_is_visible = node->HasCloseButton; - //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) - if (close_button_is_visible) - { - if (!close_button_is_enabled) - { - PushItemFlag(ImGuiItemFlags_Disabled, true); - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f, 1.0f, 1.0f, 0.4f)); - } - if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) - { - node->WantCloseAll = true; - for (int n = 0; n < tab_bar->Tabs.Size; n++) - TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); - } - //if (IsItemActive()) - // focus_tab_id = tab_bar->SelectedTabId; - if (!close_button_is_enabled) - { - PopStyleColor(); - PopItemFlag(); - } - } + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); - // When clicking on the title bar outside of tabs, we still focus the selected tab for that node - // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) - ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); - if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) - { - bool held; - ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap); - if (g.HoveredId == title_bar_id) - { - // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar, - // otherwise dragging window will steal HoveredId and amended tabs cannot get them. - g.LastItemData.ID = title_bar_id; - SetItemAllowOverlap(); - } - if (held) - { - if (IsMouseClicked(0)) - focus_tab_id = tab_bar->SelectedTabId; - - // Forward moving request to selected window - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) - StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); - } - } + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} - // Forward focus from host node to selected window - //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) - // focus_tab_id = tab_bar->SelectedTabId; - - // When clicked on a tab we requested focus to the docked child - // This overrides the value set by "forward focus from host node to selected window". - if (tab_bar->NextSelectedTabId) - focus_tab_id = tab_bar->NextSelectedTabId; - - // Apply navigation focus - if (focus_tab_id != 0) - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) - if (tab->Window) - { - FocusWindow(tab->Window); - NavInitWindow(tab->Window, false); - } - - EndTabBar(); - PopID(); - - // Restore SkipItems flag - if (!node->IsDockSpace()) - { - host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - host_window->SkipItems = backup_skip_item; - } +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } } static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) { - IM_ASSERT(node->TabBar == NULL); - node->TabBar = IM_NEW(ImGuiTabBar); + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); } static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) { - if (node->TabBar == NULL) - return; - IM_DELETE(node->TabBar); - node->TabBar = NULL; + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; } static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) { - if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) - return false; - - ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; - ImGuiWindowClass* payload_class = &payload->WindowClass; - if (host_class->ClassId != payload_class->ClassId) - { - if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) - return true; - if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) - return true; - return false; - } - - // Prevent docking any window created above a popup - // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), - // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. - // But it would requires more work on our end because the dock host windows is technically created in NewFrame() - // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. - ImGuiContext& g = *GImGui; - for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) - if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) - if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. - return false; - - return true; + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; } static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) { - if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering - return true; + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; - const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; - for (int payload_n = 0; payload_n < payload_count; payload_n++) - { - ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; - if (DockNodeIsDropAllowedOne(payload, host_window)) - return true; - } - return false; + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; } // window menu button == collapse button when not in a dock node. // FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - - ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); - if (out_title_rect) { *out_title_rect = r; } - - r.Min.x += style.WindowBorderSize; - r.Max.x -= style.WindowBorderSize; - - float button_sz = g.FontSize; - - ImVec2 window_menu_button_pos = r.Min; - r.Min.x += style.FramePadding.x; - r.Max.x -= style.FramePadding.x; - if (node->HasCloseButton) - { - r.Max.x -= button_sz; - if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); - } - if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) - { - r.Min.x += button_sz + style.ItemInnerSpacing.x; - } - else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) - { - r.Max.x -= button_sz + style.FramePadding.x; - window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); - } - if (out_tab_bar_rect) { *out_tab_bar_rect = r; } - if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) { - ImGuiContext& g = *GImGui; - const float dock_spacing = g.Style.ItemInnerSpacing.x; - const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - pos_new[axis ^ 1] = pos_old[axis ^ 1]; - size_new[axis ^ 1] = size_old[axis ^ 1]; - - // Distribute size on given axis (with a desired size or equally) - const float w_avail = size_old[axis] - dock_spacing; - if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) - { - size_new[axis] = size_new_desired[axis]; - size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); - } - else - { - size_new[axis] = IM_FLOOR(w_avail * 0.5f); - size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); - } - - // Position each node - if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) - { - pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; - } - else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) - { - pos_new[axis] = pos_old[axis]; - pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; - } + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } } // Retrieve the drop rectangles for a given direction or for the center + perform hit testing. bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) { - ImGuiContext& g = *GImGui; - - const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); - const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); - float hs_w; // Half-size, longer axis - float hs_h; // Half-size, smaller axis - ImVec2 off; // Distance from edge or center - if (outer_docking) - { - //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); - //hs_h = ImFloor(hs_w * 0.15f); - //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); - hs_w = ImFloor(hs_for_central_nodes * 1.50f); - hs_h = ImFloor(hs_for_central_nodes * 0.80f); - off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); - } - else - { - hs_w = ImFloor(hs_for_central_nodes); - hs_h = ImFloor(hs_for_central_nodes * 0.90f); - off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); - } - - ImVec2 c = ImFloor(parent.GetCenter()); - if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } - else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } - else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } - else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } - else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } - - if (test_mouse_pos == NULL) - return false; - - ImRect hit_r = out_r; - if (!outer_docking) - { - // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides - hit_r.Expand(ImFloor(hs_w * 0.30f)); - ImVec2 mouse_delta = (*test_mouse_pos - c); - float mouse_delta_len2 = ImLengthSqr(mouse_delta); - float r_threshold_center = hs_w * 1.4f; - float r_threshold_sides = hs_w * (1.4f + 1.2f); - if (mouse_delta_len2 < r_threshold_center * r_threshold_center) - return (dir == ImGuiDir_None); - if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) - return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); - } - return hit_r.Contains(*test_mouse_pos); + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); } // host_node may be NULL if the window doesn't have a DockNode already. // FIXME-DOCK: This is misnamed since it's also doing the filtering. -static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) -{ - ImGuiContext& g = *GImGui; - - // There is an edge case when docking into a dockspace which only has inactive nodes. - // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. - // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. - ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost; - ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; - if (ref_node_for_rect) - IM_ASSERT(ref_node_for_rect->IsVisible); - - // Filter, figure out where we are allowed to dock - ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet; - ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; - data->IsCenterAvailable = true; - if (is_outer_docking) - data->IsCenterAvailable = false; - else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking) - data->IsCenterAvailable = false; - else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) - data->IsCenterAvailable = false; - else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? - data->IsCenterAvailable = false; - else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) - data->IsCenterAvailable = false; - else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) - data->IsCenterAvailable = false; - else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) - data->IsCenterAvailable = false; - - data->IsSidesAvailable = true; - if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit) - data->IsSidesAvailable = false; - else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) - data->IsSidesAvailable = false; - else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) - data->IsSidesAvailable = false; - - // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) - data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); - data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); - data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; - data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; - - // Calculate drop shapes geometry for allowed splitting directions - IM_ASSERT(ImGuiDir_None == -1); - data->SplitNode = host_node; - data->SplitDir = ImGuiDir_None; - data->IsSplitDirExplicit = false; - if (!host_window->Collapsed) - for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) - { - if (dir == ImGuiDir_None && !data->IsCenterAvailable) - continue; - if (dir != ImGuiDir_None && !data->IsSidesAvailable) - continue; - if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir + 1], is_outer_docking, &g.IO.MousePos)) - { - data->SplitDir = (ImGuiDir)dir; - data->IsSplitDirExplicit = true; - } - } - - // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar - data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); - if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) - data->IsDropAllowed = false; - - // Calculate split area - data->SplitRatio = 0.0f; - if (data->SplitDir != ImGuiDir_None) - { - ImGuiDir split_dir = data->SplitDir; - ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - ImVec2 pos_new, pos_old = data->FutureNode.Pos; - ImVec2 size_new, size_old = data->FutureNode.Size; - DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); - - // Calculate split ratio so we can pass it down the docking request - float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); - data->FutureNode.Pos = pos_new; - data->FutureNode.Size = size_new; - data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); - } +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } } static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes - - // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. - // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. - const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; - - // In case the two windows involved are on different viewports, we will draw the overlay on each of them. - int overlay_draw_lists_count = 0; - ImDrawList* overlay_draw_lists[2]; - overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); - if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) - overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); - - // Draw main preview rectangle - const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); - const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); - const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); - const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); - - // Display area preview - const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); - if (data->IsDropAllowed) - { - ImRect overlay_rect = data->FutureNode.Rect(); - if (data->SplitDir == ImGuiDir_None && can_preview_tabs) - overlay_rect.Min.y += GetFrameHeight(); - if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) - for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) - overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE)); - } - - // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) - if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) - { - // Compute target tab bar geometry so we can locate our preview tabs - ImRect tab_bar_rect; - DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); - ImVec2 tab_pos = tab_bar_rect.Min; - if (host_node && host_node->TabBar) - { - if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) - tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. - else - tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; - } - else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) - { - tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar - } - - // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) - if (root_payload->DockNodeAsHost) - IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); - ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; - const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; - for (int payload_n = 0; payload_n < payload_count; payload_n++) - { - // DockNode's TabBar may have non-window Tabs manually appended by user - ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; - if (tab_bar_with_payload && payload_window == NULL) - continue; - if (!DockNodeIsDropAllowedOne(payload_window, host_window)) - continue; - - // Calculate the tab bounding box for each payload window - ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton); - ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); - tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; - const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); - const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); - PushStyleColor(ImGuiCol_Text, overlay_col_text); - for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) - { - ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); - if (!tab_bar_rect.Contains(tab_bb)) - overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); - TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); - TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); - if (!tab_bar_rect.Contains(tab_bb)) - overlay_draw_lists[overlay_n]->PopClipRect(); - } - PopStyleColor(); - } - } - - // Display drop boxes - const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); - for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) - { - if (!data->DropRectsDraw[dir + 1].IsInverted()) - { - ImRect draw_r = data->DropRectsDraw[dir + 1]; - ImRect draw_r_in = draw_r; - draw_r_in.Expand(-2.0f); - ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; - for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) - { - ImVec2 center = ImFloor(draw_r_in.GetCenter()); - overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); - overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); - if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) - overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); - if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) - overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); - } - } - - // Stop after ImGuiDir_None - if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) - return; - } + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } } //----------------------------------------------------------------------------- @@ -16623,359 +17624,361 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { - ImGuiContext& g = *GImGui; - IM_ASSERT(split_axis != ImGuiAxis_None); - - ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); - child_0->ParentNode = parent_node; - - ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); - child_1->ParentNode = parent_node; - - ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; - DockNodeMoveChildNodes(child_inheritor, parent_node); - parent_node->ChildNodes[0] = child_0; - parent_node->ChildNodes[1] = child_1; - parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; - parent_node->SplitAxis = split_axis; - parent_node->VisibleWindow = NULL; - parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; - - float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE); - size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); - IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. - child_0->SizeRef = child_1->SizeRef = parent_node->Size; - child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); - child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); - - DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); - DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); - DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); - DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); - - // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) - child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; - child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; - child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; - parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; - child_0->UpdateMergedFlags(); - child_1->UpdateMergedFlags(); - parent_node->UpdateMergedFlags(); - if (child_inheritor->IsCentralNode()) - DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) { - // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. - ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; - ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; - IM_ASSERT(child_0 || child_1); - IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); - if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) - { - IM_ASSERT(parent_node->TabBar == NULL); - IM_ASSERT(parent_node->Windows.Size == 0); - } - IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); - - ImVec2 backup_last_explicit_size = parent_node->SizeRef; - DockNodeMoveChildNodes(parent_node, merge_lead_child); - if (child_0) - { - DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows - DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); - } - if (child_1) - { - DockNodeMoveWindows(parent_node, child_1); - DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); - } - DockNodeApplyPosSizeToWindows(parent_node); - parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; - parent_node->VisibleWindow = merge_lead_child->VisibleWindow; - parent_node->SizeRef = backup_last_explicit_size; - - // Flags transfer - parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag - parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; - parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; - parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows - parent_node->UpdateMergedFlags(); - - if (child_0) - { - ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); - IM_DELETE(child_0); - } - if (child_1) - { - ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); - IM_DELETE(child_1); - } + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) // (Depth-first, Pre-Order) void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) { - // During the regular dock node update we write to all nodes. - // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. - const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; - if (write_to_node) - { - node->Pos = pos; - node->Size = size; - } - - if (node->IsLeafNode()) - return; - - ImGuiDockNode* child_0 = node->ChildNodes[0]; - ImGuiDockNode* child_1 = node->ChildNodes[1]; - ImVec2 child_0_pos = pos, child_1_pos = pos; - ImVec2 child_0_size = size, child_1_size = size; - - const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); - const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); - const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; - const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; - - if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) - { - ImGuiContext& g = *GImGui; - const float spacing = DOCKING_SPLITTER_SIZE; - const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; - const float size_avail = ImMax(size[axis] - spacing, 0.0f); - - // Size allocation policy - // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. - const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); - - // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. - // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() - // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce - - // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) - if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) - { - child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); - child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); - IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); - } - else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) - { - child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); - child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); - IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); - } - else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) - { - // FIXME-DOCK: We cannot honor the requested size, so apply ratio. - // Currently this path will only be taken if code programmatically sets WantLockSizeOnce - float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); - child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); - child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); - IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); - } - - // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node - else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) - { - child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); - child_1_size[axis] = (size_avail - child_0_size[axis]); - } - else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) - { - child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); - child_0_size[axis] = (size_avail - child_1_size[axis]); - } - else - { - // 4) Otherwise distribute according to the relative ratio of each SizeRef value - float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); - child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); - child_1_size[axis] = (size_avail - child_0_size[axis]); - } - - child_1_pos[axis] += spacing + child_0_size[axis]; - } - - if (only_write_to_single_node == NULL) - child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; - - const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; - const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; - if (child_0_recurse) - DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); - if (child_1_recurse) - DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); } static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) { - if (node->IsLeafNode()) - { - touching_nodes->push_back(node); - return; - } - if (node->ChildNodes[0]->IsVisible) - if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) - DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); - if (node->ChildNodes[1]->IsVisible) - if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) - DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } // (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { - if (node->IsLeafNode()) - return; - - ImGuiContext& g = *GImGui; - - ImGuiDockNode* child_0 = node->ChildNodes[0]; - ImGuiDockNode* child_1 = node->ChildNodes[1]; - if (child_0->IsVisible && child_1->IsVisible) - { - // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) - const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; - IM_ASSERT(axis != ImGuiAxis_None); - ImRect bb; - bb.Min = child_0->Pos; - bb.Max = child_1->Pos; - bb.Min[axis] += child_0->Size[axis]; - bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; - //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); - - const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs - const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; - if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) - { - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); - } - else - { - //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. - //bb.Max[axis] -= 1; - PushID(node->ID); - - // Find resizing limits by gathering list of nodes that are touching the splitter line. - ImVector touching_nodes[2]; - float min_size = g.Style.WindowMinSize[axis]; - float resize_limits[2]; - resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; - resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; - - ImGuiID splitter_id = GetID("##Splitter"); - if (g.ActiveId == splitter_id) // Only process when splitter is active - { - DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); - DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); - for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) - resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); - for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) - resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); - - // [DEBUG] Render touching nodes & limits - /* - ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); - for (int n = 0; n < 2; n++) - { - for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) - draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); - if (axis == ImGuiAxis_X) - draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); - else - draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); - } - */ - } - - // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters - float cur_size_0 = child_0->Size[axis]; - float cur_size_1 = child_1->Size[axis]; - float min_size_0 = resize_limits[0] - child_0->Pos[axis]; - float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; - ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); - if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) - { - if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) - { - child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; - child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; - child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; - - // Lock the size of every node that is a sibling of the node we are touching - // This might be less desirable if we can merge sibling of a same axis into the same parental level. - for (int side_n = 0; side_n < 2; side_n++) - for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) - { - ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; - //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); - //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); - while (touching_node->ParentNode != node) - { - if (touching_node->ParentNode->SplitAxis == axis) - { - // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). - ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; - node_to_preserve->WantLockSizeOnce = true; - //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); - //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); - } - touching_node = touching_node->ParentNode; - } - } - - DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); - DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); - MarkIniSettingsDirty(); - } - } - PopID(); - } - } - - if (child_0->IsVisible) - DockNodeTreeUpdateSplitter(child_0); - if (child_1->IsVisible) - DockNodeTreeUpdateSplitter(child_1); + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); } ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) { - if (node->IsLeafNode()) - return node; - if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) - return leaf_node; - if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) - return leaf_node; - return NULL; + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; } ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) { - if (!node->IsVisible) - return NULL; + if (!node->IsVisible) + return NULL; - const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? - ImRect r(node->Pos, node->Pos + node->Size); - r.Expand(dock_spacing * 0.5f); - bool inside = r.Contains(pos); - if (!inside) - return NULL; + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; - if (node->IsLeafNode()) - return node; - if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) - return hovered_node; - if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) - return hovered_node; + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; - return NULL; + // This means we are hovering over the splitter/spacing of a parent node + return node; } //----------------------------------------------------------------------------- @@ -16989,138 +17992,146 @@ ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVe // [Internal] Called via SetNextWindowDockID() void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowDockAllowFlags & cond) == 0) - return; - window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - - if (window->DockId == dock_id) - return; - - // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot - ImGuiContext* ctx = GImGui; - if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) - if (new_node->IsSplitNode()) - { - // Policy: Find central node or latest focused node. We first move back to our root node. - new_node = DockNodeGetRootNode(new_node); - if (new_node->CentralNode) - { - IM_ASSERT(new_node->CentralNode->IsCentralNode()); - dock_id = new_node->CentralNode->ID; - } - else - { - dock_id = new_node->LastFocusedNodeId; - } - } - - if (window->DockId == dock_id) - return; - - if (window->DockNode) - DockNodeRemoveWindow(window->DockNode, window, 0); - window->DockId = dock_id; + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; } // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. // DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - ImGuiWindow* window = GetCurrentWindow(); - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - return 0; - - // Early out if parent window is hidden/collapsed - // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. - // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. - if (window->SkipItems) - flags |= ImGuiDockNodeFlags_KeepAliveOnly; - - IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); - IM_ASSERT(id != 0); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); - if (!node) - { - IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); - node = DockContextAddNode(ctx, id); - node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); - } - if (window_class && window_class->ClassId != node->WindowClass.ClassId) - IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); - node->SharedFlags = flags; - node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); - - // When a DockSpace transitioned form implicit to explicit this may be called a second time - // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. - if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) - { - IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); - node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); - return id; - } - node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); - - // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible - if (flags & ImGuiDockNodeFlags_KeepAliveOnly) - { - node->LastFrameAlive = g.FrameCount; - return id; - } - - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); - IM_ASSERT(size.x > 0.0f && size.y > 0.0f); - - node->Pos = window->DC.CursorPos; - node->Size = node->SizeRef = size; - SetNextWindowPos(node->Pos); - SetNextWindowSize(node->Size); - g.NextWindowData.PosUndock = false; - - // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? - // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) - ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; - window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; - window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; - window_flags |= ImGuiWindowFlags_NoBackground; - - char title[256]; - ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); - - PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); - Begin(title, NULL, window_flags); - PopStyleVar(); - - ImGuiWindow* host_window = g.CurrentWindow; - DockNodeSetupHostWindow(node, host_window); - host_window->ChildId = window->GetID(title); - node->OnlyNodeWithWindows = NULL; - - IM_ASSERT(node->IsRootNode()); - - // We need to handle the rare case were a central node is missing. - // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. - // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. - // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. - // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, - // as it doesn't make sense for an empty dockspace to not have this property. - if (node->IsLeafNode() && !node->IsCentralNode()) - node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); - - // Update the node - DockNodeUpdate(node); - - End(); - ItemSize(size); - return id; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); + IM_ASSERT(id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (!node) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id); + node = DockContextAddNode(&g, id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return id; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! @@ -17129,33 +18140,33 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags // But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { - if (viewport == NULL) - viewport = GetMainViewport(); + if (viewport == NULL) + viewport = GetMainViewport(); - SetNextWindowPos(viewport->WorkPos); - SetNextWindowSize(viewport->WorkSize); - SetNextWindowViewport(viewport->ID); + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); - ImGuiWindowFlags host_window_flags = 0; - host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; - host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; - if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) - host_window_flags |= ImGuiWindowFlags_NoBackground; + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; - char label[32]; - ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); - Begin(label, NULL, host_window_flags); - PopStyleVar(3); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); - ImGuiID dockspace_id = GetID("DockSpace"); - DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); - End(); + ImGuiID dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + End(); - return dockspace_id; + return dockspace_id; } //----------------------------------------------------------------------------- @@ -17183,50 +18194,55 @@ ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNod void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { - // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) - ImGuiID window_id = ImHashStr(window_name); - if (ImGuiWindow* window = FindWindowByID(window_id)) - { - // Apply to created window - SetWindowDock(window, node_id, ImGuiCond_Always); - window->DockOrder = -1; - } - else - { - // Apply to settings - ImGuiWindowSettings* settings = FindWindowSettings(window_id); - if (settings == NULL) - settings = CreateNewWindowSettings(window_name); - settings->DockId = node_id; - settings->DockOrder = -1; - } + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } } ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - return DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); } void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); - if (node == NULL) - return; - node->Pos = pos; - node->AuthorityForPos = ImGuiDataAuthority_DockNode; + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; } void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); - if (node == NULL) - return; - IM_ASSERT(size.x > 0.0f && size.y > 0.0f); - node->Size = node->SizeRef = size; - node->AuthorityForSize = ImGuiDataAuthority_DockNode; + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; } // Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! @@ -17236,149 +18252,151 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) // For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. // - Use (id == 0) to let the system allocate a node identifier. // - Existing node with a same id will be removed. -ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) { - ImGuiContext* ctx = GImGui; + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); - if (id != 0) - DockBuilderRemoveNode(id); + if (node_id != 0) + DockBuilderRemoveNode(node_id); - ImGuiDockNode* node = NULL; - if (flags & ImGuiDockNodeFlags_DockSpace) - { - DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); - node = DockContextFindNodeByID(ctx, id); - } - else - { - node = DockContextAddNode(ctx, id); - node->SetLocalFlags(flags); - } - node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. - return node->ID; + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); - if (node == NULL) - return; - DockBuilderRemoveNodeDockedWindows(node_id, true); - DockBuilderRemoveNodeChildNodes(node_id); - // Node may have moved or deleted if e.g. any merge happened - node = DockContextFindNodeByID(ctx, node_id); - if (node == NULL) - return; - if (node->IsCentralNode() && node->ParentNode) - node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); - DockContextRemoveNode(ctx, node, true); + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); } // root_id = 0 to remove all, root_id != 0 to remove child of given node. void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) { - ImGuiContext* ctx = GImGui; - ImGuiDockContext* dc = &ctx->DockContext; - - ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; - if (root_id && root_node == NULL) - return; - bool has_central_node = false; - - ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; - ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; - - // Process active windows - ImVector nodes_to_remove; - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - { - bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); - if (want_removal) - { - if (node->IsCentralNode()) - has_central_node = true; - if (root_id != 0) - DockContextQueueNotifyRemovedNode(ctx, node); - if (root_node) - { - DockNodeMoveWindows(root_node, node); - DockSettingsRenameNodeReferences(node->ID, root_node->ID); - } - nodes_to_remove.push_back(node); - } - } - - // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) - // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) - if (root_node) - { - root_node->AuthorityForPos = backup_root_node_authority_for_pos; - root_node->AuthorityForSize = backup_root_node_authority_for_size; - } - - // Apply to settings - for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) - if (ImGuiID window_settings_dock_id = settings->DockId) - for (int n = 0; n < nodes_to_remove.Size; n++) - if (nodes_to_remove[n]->ID == window_settings_dock_id) - { - settings->DockId = root_id; - break; - } - - // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes - if (nodes_to_remove.Size > 1) - ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); - for (int n = 0; n < nodes_to_remove.Size; n++) - DockContextRemoveNode(ctx, nodes_to_remove[n], false); - - if (root_id == 0) - { - dc->Nodes.Clear(); - dc->Requests.clear(); - } - else if (has_central_node) - { - root_node->CentralNode = root_node; - root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); - } + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } } void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { - // Clear references in settings - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - if (clear_settings_refs) - { - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - { - bool want_removal = (root_id == 0) || (settings->DockId == root_id); - if (!want_removal && settings->DockId != 0) - if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) - if (DockNodeGetRootNode(node)->ID == root_id) - want_removal = true; - if (want_removal) - settings->DockId = 0; - } - } - - // Clear references in windows - for (int n = 0; n < g.Windows.Size; n++) - { - ImGuiWindow* window = g.Windows[n]; - bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); - if (want_removal) - { - const ImGuiID backup_dock_id = window->DockId; - IM_UNUSED(backup_dock_id); - DockContextProcessUndockWindow(ctx, window, clear_settings_refs); - if (!clear_settings_refs) - IM_ASSERT(window->DockId == backup_dock_id); - } - } + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } } // If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. @@ -17386,193 +18404,202 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti // FIXME-DOCK: We are not exposing nor using split_outer. ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { - ImGuiContext* ctx = GImGui; - IM_ASSERT(split_dir != ImGuiDir_None); - IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); - - ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); - if (node == NULL) - { - IM_ASSERT(node != NULL); - return 0; - } - - IM_ASSERT(!node->IsSplitNode()); // Assert if already Split - - ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Split; - req.DockTargetWindow = NULL; - req.DockTargetNode = node; - req.DockPayload = NULL; - req.DockSplitDir = split_dir; - req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); - req.DockSplitOuter = false; - DockContextProcessDock(ctx, &req); - - ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; - ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; - if (out_id_at_dir) - *out_id_at_dir = id_at_dir; - if (out_id_at_opposite_dir) - *out_id_at_opposite_dir = id_at_opposite_dir; - return id_at_dir; + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; } static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); - dst_node->SharedFlags = src_node->SharedFlags; - dst_node->LocalFlags = src_node->LocalFlags; - dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; - dst_node->Pos = src_node->Pos; - dst_node->Size = src_node->Size; - dst_node->SizeRef = src_node->SizeRef; - dst_node->SplitAxis = src_node->SplitAxis; - dst_node->UpdateMergedFlags(); + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); - out_node_remap_pairs->push_back(src_node->ID); - out_node_remap_pairs->push_back(dst_node->ID); + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); - for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) - if (src_node->ChildNodes[child_n]) - { - dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); - dst_node->ChildNodes[child_n]->ParentNode = dst_node; - } + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } - IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); - return dst_node; + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; } void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) { - ImGuiContext* ctx = GImGui; - IM_ASSERT(src_node_id != 0); - IM_ASSERT(dst_node_id != 0); - IM_ASSERT(out_node_remap_pairs != NULL); + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); - DockBuilderRemoveNode(dst_node_id); + DockBuilderRemoveNode(dst_node_id); - ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); - IM_ASSERT(src_node != NULL); + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); - out_node_remap_pairs->clear(); - DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); - IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); } void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) { - ImGuiWindow* src_window = FindWindowByName(src_name); - if (src_window == NULL) - return; - if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) - { - dst_window->Pos = src_window->Pos; - dst_window->Size = src_window->Size; - dst_window->SizeFull = src_window->SizeFull; - dst_window->Collapsed = src_window->Collapsed; - } - else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) - { - Imivec2h window_pos_2ih = Imivec2h(src_window->Pos); - if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) - { - dst_settings->ViewportPos = window_pos_2ih; - dst_settings->ViewportId = src_window->ViewportId; - dst_settings->Pos = Imivec2h(0, 0); - } - else - { - dst_settings->Pos = window_pos_2ih; - } - dst_settings->Size = Imivec2h(src_window->SizeFull); - dst_settings->Collapsed = src_window->Collapsed; - } + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } } // FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) { - IM_ASSERT(src_dockspace_id != 0); - IM_ASSERT(dst_dockspace_id != 0); - IM_ASSERT(in_window_remap_pairs != NULL); - IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); - - // Duplicate entire dock - // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, - // whereas we could attempt to at least keep them together in a new, same floating node. - ImVector node_remap_pairs; - DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); - - // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes - // (The windows associated to src_dockspace_id are staying in place) - ImVector src_windows; - for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) - { - const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; - const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; - ImGuiID src_window_id = ImHashStr(src_window_name); - src_windows.push_back(src_window_id); - - // Search in the remapping tables - ImGuiID src_dock_id = 0; - if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) - src_dock_id = src_window->DockId; - else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id)) - src_dock_id = src_window_settings->DockId; - ImGuiID dst_dock_id = 0; - for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) - if (node_remap_pairs[dock_remap_n] == src_dock_id) - { - dst_dock_id = node_remap_pairs[dock_remap_n + 1]; - //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear - break; - } - - if (dst_dock_id != 0) - { - // Docked windows gets redocked into the new node hierarchy. - IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); - DockBuilderDockWindow(dst_window_name, dst_dock_id); - } - else - { - // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) - // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? - IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); - DockBuilderCopyWindowSettings(src_window_name, dst_window_name); - } - } - - // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") - // Find those windows and move to them to the cloned dock node. This may be optional? - for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) - if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) - { - ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; - ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - ImGuiWindow* window = node->Windows[window_n]; - if (src_windows.contains(window->ID)) - continue; - - // Docked windows gets redocked into the new node hierarchy. - IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); - DockBuilderDockWindow(window->Name, dst_dock_id); - } - } + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); } // FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { - ImGuiContext* ctx = GImGui; - //DockContextRebuild(ctx); - DockContextBuildAddWindowsToNodes(ctx, root_id); + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); } //----------------------------------------------------------------------------- @@ -17587,286 +18614,298 @@ void ImGui::DockBuilderFinish(ImGuiID root_id) bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) - if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) - if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise - return true; - return false; + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; } static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) { - ImGuiContext& g = *ctx; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); - IM_ASSERT(window->DockNode == NULL); - - // We should not be docking into a split node (SetWindowDock should avoid this) - if (node && node->IsSplitNode()) - { - DockContextProcessUndockWindow(ctx, window); - return NULL; - } - - // Create node - if (node == NULL) - { - node = DockContextAddNode(ctx, window->DockId); - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; - node->LastFrameAlive = g.FrameCount; - } - - // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, - // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). - // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. - // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. - if (!node->IsVisible) - { - ImGuiDockNode* ancestor_node = node; - while (!ancestor_node->IsVisible && ancestor_node->ParentNode) - ancestor_node = ancestor_node->ParentNode; - IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); - DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); - DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); - } - - // Add window to node - bool node_was_visible = node->IsVisible; - DockNodeAddWindow(node, window, true); - node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) - IM_ASSERT(node == window->DockNode); - return node; + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; } void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - - // Clear fields ahead so most early-out paths don't have to do it - window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; - - const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); - if (auto_dock_node) - { - if (window->DockId == 0) - { - IM_ASSERT(window->DockNode == NULL); - window->DockId = DockContextGenNodeID(ctx); - } - } - else - { - // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) - bool want_undock = false; - want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; - want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; - if (want_undock) - { - DockContextProcessUndockWindow(ctx, window); - return; - } - } - - // Bind to our dock node - ImGuiDockNode* node = window->DockNode; - if (node != NULL) - IM_ASSERT(window->DockId == node->ID); - if (window->DockId != 0 && node == NULL) - { - node = DockContextBindNodeToWindow(ctx, window); - if (node == NULL) - return; - } + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } #if 0 - // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set - if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) - { - DockContextProcessUndockWindow(ctx, window); - return; - } + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } #endif - // Undock if our dockspace node disappeared - // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. - if (node->LastFrameAlive < g.FrameCount) - { - // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() - ImGuiDockNode* root_node = DockNodeGetRootNode(node); - if (root_node->LastFrameAlive < g.FrameCount) - DockContextProcessUndockWindow(ctx, window); - else - window->DockIsActive = true; - return; - } - - // Store style overrides - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); - - // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, - // and never create neither a host window neither a tab bar. - // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) - if (node->HostWindow == NULL) - { - if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) - window->DockIsActive = true; - if (node->Windows.Size > 1) - DockNodeHideWindowDuringHostWindowCreation(window); - return; - } - - // We can have zero-sized nodes (e.g. children of a small-size dockspace) - IM_ASSERT(node->HostWindow); - IM_ASSERT(node->IsLeafNode()); - IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); - node->State = ImGuiDockNodeState_HostWindowVisible; - - // Undock if we are submitted earlier than the host window - if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) - { - DockContextProcessUndockWindow(ctx, window); - return; - } - - // Position/Size window - SetNextWindowPos(node->Pos); - SetNextWindowSize(node->Size); - g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() - window->DockIsActive = true; - window->DockNodeIsVisible = true; - window->DockTabIsVisible = false; - if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) - return; - - // When the window is selected we mark it as visible. - if (node->VisibleWindow == window) - window->DockTabIsVisible = true; - - // Update window flag - IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); - window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; - if (node->IsHiddenTabBar() || node->IsNoTabBar()) - window->Flags |= ImGuiWindowFlags_NoTitleBar; - else - window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! - - // Save new dock order only if the window has been visible once already - // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. - if (node->TabBar && window->WasActive) - window->DockOrder = (short)DockNodeGetTabOrder(window); - - if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) - *p_open = false; - - // Update ChildId to allow returning from Child to Parent with Escape - ImGuiWindow* parent_window = window->DockNode->HostWindow; - window->ChildId = parent_window->GetID(window->Name); + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); } void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.ActiveId == window->MoveId); - IM_ASSERT(g.MovingWindow == window); - IM_ASSERT(g.CurrentWindow == window); - - g.LastItemData.ID = window->MoveId; - window = window->RootWindowDockTree; - IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); - bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit - if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) - { - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); - EndDragDropSource(); - - // Store style overrides - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); - } + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + + // Store style overrides + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); + } } void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - - //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace - IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); - if (!g.DragDropActive) - return; - //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) - return; - - // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering - // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) - const ImGuiPayload* payload = &g.DragDropPayload; - if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) - { - EndDragDropTarget(); - return; - } - - ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; - if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) - { - // Select target node - // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) - bool dock_into_floating_window = false; - ImGuiDockNode* node = NULL; - if (window->DockNodeAsHost) - { - // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). - node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); - - // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) - // In this case we need to fallback into any leaf mode, possibly the central node. - // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. - if (node && node->IsDockSpace() && node->IsRootNode()) - node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); - } - else - { - if (window->DockNode) - node = window->DockNode; - else - dock_into_floating_window = true; // Dock into a regular window - } - - const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); - const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); - - // Preview docking request and find out split direction/ratio - //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. - const bool do_preview = payload->IsPreview() || payload->IsDelivery(); - if (do_preview && (node != NULL || dock_into_floating_window)) - { - ImGuiDockPreviewData split_inner; - ImGuiDockPreviewData split_outer; - ImGuiDockPreviewData* split_data = &split_inner; - if (node && (node->ParentNode || node->IsCentralNode())) - if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) - { - DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true); - if (split_outer.IsSplitDirExplicit) - split_data = &split_outer; - } - DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false); - if (split_data == &split_outer) - split_inner.IsDropAllowed = false; - - // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes - DockNodePreviewDockRender(window, node, payload_window, &split_inner); - DockNodePreviewDockRender(window, node, payload_window, &split_outer); - - // Queue docking request - if (split_data->IsDropAllowed && payload->IsDelivery()) - DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); - } - } - EndDragDropTarget(); + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); } //----------------------------------------------------------------------------- @@ -17884,215 +18923,212 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { - ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - { - ImGuiWindow* window = g.Windows[window_n]; - if (window->DockId == old_node_id && window->DockNode == NULL) - window->DockId = new_node_id; - } - //// FIXME-OPT: We could remove this loop by storing the index in the map - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->DockId == old_node_id) - settings->DockId = new_node_id; + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; } // Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) { - ImGuiContext& g = *GImGui; - int found = 0; - //// FIXME-OPT: We could remove this loop by storing the index in the map - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - for (int node_n = 0; node_n < node_ids_count; node_n++) - if (settings->DockId == node_ids[node_n]) - { - settings->DockId = 0; - settings->DockOrder = -1; - if (++found < node_ids_count) - break; - return; - } + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } } static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { - // FIXME-OPT - ImGuiDockContext* dc = &ctx->DockContext; - for (int n = 0; n < dc->NodesSettings.Size; n++) - if (dc->NodesSettings[n].ID == id) - return &dc->NodesSettings[n]; - return NULL; + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; } // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiDockContext* dc = &ctx->DockContext; - dc->NodesSettings.clear(); - DockContextClearNodes(ctx, 0, true); + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); } // Recreate nodes based on settings data static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - // Prune settings at boot time only - ImGuiDockContext* dc = &ctx->DockContext; - if (ctx->Windows.Size == 0) - DockContextPruneUnusedSettingsNodes(ctx); - DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); - DockContextBuildAddWindowsToNodes(ctx, 0); + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); } static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - if (strcmp(name, "Data") != 0) - return NULL; - return (void*)1; + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; } static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) { - char c = 0; - int x = 0, y = 0; - int r = 0; - - // Parsing, e.g. - // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " - // " DockNode ID=0x00000002 Parent=0x00000001 " - // Important: this code expect currently fields in a fixed order. - ImGuiDockNodeSettings node; - line = ImStrSkipBlank(line); - if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } - else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } - else return; - if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } - else return; - if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } - if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) == 1) { line += r; if (node.ParentWindowId == 0) return; } - if (node.ParentNodeId == 0) - { - if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = Imivec2h((short)x, (short)y); } - else return; - if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = Imivec2h((short)x, (short)y); } - else return; - } - else - { - if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = Imivec2h((short)x, (short)y); } - } - if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } - if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } - if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } - if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } - if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } - if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } - if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } - if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId, &r) == 1) { line += r; } - if (node.ParentNodeId != 0) - if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) - node.Depth = parent_settings->Depth + 1; - ctx->DockContext.NodesSettings.push_back(node); + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); } static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) { - ImGuiDockNodeSettings node_settings; - IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); - node_settings.ID = node->ID; - node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; - node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; - node_settings.SelectedTabId = node->SelectedTabId; - node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); - node_settings.Depth = (char)depth; - node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); - node_settings.Pos = Imivec2h(node->Pos); - node_settings.Size = Imivec2h(node->Size); - node_settings.SizeRef = Imivec2h(node->SizeRef); - dc->NodesSettings.push_back(node_settings); - if (node->ChildNodes[0]) - DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); - if (node->ChildNodes[1]) - DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); } static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - return; - - // Gather settings data - // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) - dc->NodesSettings.resize(0); - dc->NodesSettings.reserve(dc->Nodes.Data.Size); - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode()) - DockSettingsHandler_DockNodeToSettings(dc, node, 0); - - int max_depth = 0; - for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) - max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); - - // Write to text buffer - buf->appendf("[%s][Data]\n", handler->TypeName); - for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) - { - const int line_start_pos = buf->size(); (void)line_start_pos; - const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; - buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file - buf->appendf(" ID=0x%08X", node_settings->ID); - if (node_settings->ParentNodeId) - { - buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); - } - else - { - if (node_settings->ParentWindowId) - buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); - buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); - } - if (node_settings->SplitAxis != ImGuiAxis_None) - buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); - if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) - buf->appendf(" NoResize=1"); - if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) - buf->appendf(" CentralNode=1"); - if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) - buf->appendf(" NoTabBar=1"); - if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) - buf->appendf(" HiddenTabBar=1"); - if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) - buf->appendf(" NoWindowMenuButton=1"); - if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) - buf->appendf(" NoCloseButton=1"); - if (node_settings->SelectedTabId) - buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); - -#if IMGUI_DEBUG_INI_SETTINGS - // [DEBUG] Include comments in the .ini file to ease debugging - if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) - { - buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything - if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) - buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); - // Iterate settings so we can give info about windows that didn't exist during the session. - int contains_window = 0; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->DockId == node_settings->ID) - { - if (contains_window++ == 0) - buf->appendf(" ; contains "); - buf->appendf("'%s' ", settings->GetName()); - } - } -#endif - buf->appendf("\n"); - } - buf->appendf("\n"); + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); } @@ -18109,47 +19145,47 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* GetClipboardTextFn_DefaultImpl(void*) -{ - ImGuiContext& g = *GImGui; - g.ClipboardHandlerData.clear(); - if (!::OpenClipboard(NULL)) - return NULL; - HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); - if (wbuf_handle == NULL) - { - ::CloseClipboard(); - return NULL; - } - if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) - { - int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); - g.ClipboardHandlerData.resize(buf_len); - ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); - } - ::GlobalUnlock(wbuf_handle); - ::CloseClipboard(); - return g.ClipboardHandlerData.Data; +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +{ + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { - if (!::OpenClipboard(NULL)) - return; - const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); - HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); - if (wbuf_handle == NULL) - { - ::CloseClipboard(); - return; - } - WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); - ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); - ::GlobalUnlock(wbuf_handle); - ::EmptyClipboard(); - if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) - ::GlobalFree(wbuf_handle); - ::CloseClipboard(); + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); } #elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) @@ -18161,67 +19197,67 @@ static PasteboardRef main_clipboard = 0; // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { - if (!main_clipboard) - PasteboardCreate(kPasteboardClipboard, &main_clipboard); - PasteboardClear(main_clipboard); - CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); - if (cf_data) - { - PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); - CFRelease(cf_data); - } -} - -static const char* GetClipboardTextFn_DefaultImpl(void*) -{ - if (!main_clipboard) - PasteboardCreate(kPasteboardClipboard, &main_clipboard); - PasteboardSynchronize(main_clipboard); - - ItemCount item_count = 0; - PasteboardGetItemCount(main_clipboard, &item_count); - for (ItemCount i = 0; i < item_count; i++) - { - PasteboardItemID item_id = 0; - PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); - CFArrayRef flavor_type_array = 0; - PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); - for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) - { - CFDataRef cf_data; - if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) - { - ImGuiContext& g = *GImGui; - g.ClipboardHandlerData.clear(); - int length = (int)CFDataGetLength(cf_data); - g.ClipboardHandlerData.resize(length + 1); - CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); - g.ClipboardHandlerData[length] = 0; - CFRelease(cf_data); - return g.ClipboardHandlerData.Data; - } - } - } - return NULL; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +{ + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; } #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. -static const char* GetClipboardTextFn_DefaultImpl(void*) +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) { - ImGuiContext& g = *GImGui; - return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text) { - ImGuiContext& g = *GImGui; - g.ClipboardHandlerData.clear(); - const char* text_end = text + strlen(text); - g.ClipboardHandlerData.resize((int)(text_end - text) + 1); - memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); - g.ClipboardHandlerData[(int)(text_end - text)] = 0; + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; } #endif @@ -18236,31 +19272,26 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { - // Notify OS Input Method Editor of text input position - HWND hwnd = (HWND)viewport->PlatformHandleRaw; -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (hwnd == 0) - hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; -#endif - if (hwnd == 0) - return; - - ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); - - if (HIMC himc = ::ImmGetContext(hwnd)) - { - COMPOSITIONFORM composition_form = {}; - composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); - composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); - composition_form.dwStyle = CFS_FORCE_POSITION; - ::ImmSetCompositionWindow(himc, &composition_form); - CANDIDATEFORM candidate_form = {}; - candidate_form.dwStyle = CFS_CANDIDATEPOS; - candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); - candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); - ::ImmSetCandidateWindow(himc, &candidate_form); - ::ImmReleaseContext(hwnd, himc); - } + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } } #else @@ -18274,12 +19305,16 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] @@ -18289,1278 +19324,1742 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat // - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - ImVec2 scale = bb.GetSize() / viewport->Size; - ImVec2 off = bb.Min - viewport->Pos * scale; - float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; - window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* thumb_window = g.Windows[i]; - if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) - continue; - if (thumb_window->Viewport != viewport) - continue; - - ImRect thumb_r = thumb_window->Rect(); - ImRect title_r = thumb_window->TitleBarRect(); - thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0, 5)); // Exaggerate title bar height - thumb_r.ClipWithFull(bb); - title_r.ClipWithFull(bb); - const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); - window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); - window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); - window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); - window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); - } - draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); } static void RenderViewportsThumbnails() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. - float SCALE = 1.0f / 8.0f; - ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (int n = 0; n < g.Viewports.Size; n++) - bb_full.Add(g.Viewports[n]->GetMainRect()); - ImVec2 p = window->DC.CursorPos; - ImVec2 off = p - bb_full.Min * SCALE; - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); - ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); - } - ImGui::Dummy(bb_full.GetSize() * SCALE); -} - -static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) -{ - const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; - const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; - return b->LastFrontMostStampCount - a->LastFrontMostStampCount; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + bb_full.Add(viewport->GetMainRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const ImVec2 key_size = ImVec2(35.0f, 35.0f); + const float key_rounding = 3.0f; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); + const float key_face_rounding = 2.0f; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// 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("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + 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(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); } // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { - ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); - ImGui::TextUnformatted(desc); - ImGui::PopTextWrapPos(); - ImGui::EndTooltip(); - } + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } } -#ifndef IMGUI_DISABLE_DEMO_WINDOWS -namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } -#endif +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + 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) { - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - if (cfg->ShowStackTool) - ShowStackToolWindow(&cfg->ShowStackTool); - - if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) - { - End(); - return; - } - - // Basic info - Text("Dear ImGui %s", GetVersion()); - Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); - //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } - - Separator(); - - // Debugging enums - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; - enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type - const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; - if (cfg->ShowWindowsRectsType < 0) - cfg->ShowWindowsRectsType = WRT_WorkRect; - if (cfg->ShowTablesRectsType < 0) - cfg->ShowTablesRectsType = TRT_WorkRect; - - struct Funcs - { - static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) - { - if (rect_type == TRT_OuterRect) { return table->OuterRect; } - else if (rect_type == TRT_InnerRect) { return table->InnerRect; } - else if (rect_type == TRT_WorkRect) { return table->WorkRect; } - else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } - else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } - else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } - else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } - else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } - else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } - else if (rect_type == TRT_ColumnsContentHeadersUsed) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } - IM_ASSERT(0); - return ImRect(); - } - - static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) - { - if (rect_type == WRT_OuterRect) { return window->Rect(); } - else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } - else if (rect_type == WRT_InnerRect) { return window->InnerRect; } - else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } - else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } - else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } - else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } - IM_ASSERT(0); - return ImRect(); - } - }; - - // Tools - if (TreeNode("Tools")) - { - // Stack Tool is your best friend! - Checkbox("Show stack tool", &cfg->ShowStackTool); - SameLine(); - MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); - - Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); - Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); - SameLine(); - SetNextItemWidth(GetFontSize() * 12); - cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); - if (cfg->ShowWindowsRects && g.NavWindow != NULL) - { - BulletText("'%s':", g.NavWindow->Name); - Indent(); - for (int rect_n = 0; rect_n < WRT_Count; rect_n++) - { - ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); - Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); - } - Unindent(); - } - - Checkbox("Show tables rectangles", &cfg->ShowTablesRects); - SameLine(); - SetNextItemWidth(GetFontSize() * 12); - cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); - if (cfg->ShowTablesRects && g.NavWindow != NULL) - { - for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) - { - ImGuiTable* table = g.Tables.TryGetMapData(table_n); - if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) - continue; - - BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); - if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); - Indent(); - char buf[128]; - for (int rect_n = 0; rect_n < TRT_Count; rect_n++) - { - if (rect_n >= TRT_ColumnsRect) - { - if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) - continue; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImRect r = Funcs::GetTableRect(table, rect_n, column_n); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); - Selectable(buf); - if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); - } - } - else - { - ImRect r = Funcs::GetTableRect(table, rect_n, -1); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); - Selectable(buf); - if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); - } - } - Unindent(); - } - } - - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Button("Item Picker..")) - DebugStartItemPicker(); - SameLine(); - MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); - - TreePop(); - } - - // Windows - if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) - { - //SetNextItemOpen(true, ImGuiCond_Once); - DebugNodeWindowsList(&g.Windows, "By display order"); - DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); - if (TreeNode("By submission order (begin stack)")) - { - // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! - ImVector& temp_buffer = g.WindowsTempSortBuffer; - temp_buffer.resize(0); - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) - temp_buffer.push_back(g.Windows[i]); - struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const*)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; - ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); - DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); - TreePop(); - } - - TreePop(); - } - - // DrawLists - int drawlist_count = 0; - for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) - drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); - if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) - { - Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); - Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); - for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_i]; - bool viewport_has_drawlist = false; - for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) - for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) - { - if (!viewport_has_drawlist) - Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); - viewport_has_drawlist = true; - DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); - } - } - TreePop(); - } - - // Viewports - if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) - { - Indent(GetTreeNodeToLabelSpacing()); - RenderViewportsThumbnails(); - Unindent(GetTreeNodeToLabelSpacing()); - - bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); - SameLine(); - MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); - if (open) - { - for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) - { - const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; - BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", - i, mon.DpiScale * 100.0f, - mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, - mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); - } - TreePop(); - } - - BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); - if (TreeNode("Inferred Z order (front-to-back)")) - { - static ImVector viewports; - viewports.resize(g.Viewports.Size); - memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); - if (viewports.Size > 1) - ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); - for (int i = 0; i < viewports.Size; i++) - BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); - TreePop(); - } - - for (int i = 0; i < g.Viewports.Size; i++) - DebugNodeViewport(g.Viewports[i]); - TreePop(); - } - - // Details for Popups - if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) - { - for (int i = 0; i < g.OpenPopupStack.Size; i++) - { - ImGuiWindow* window = g.OpenPopupStack[i].Window; - BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); - } - TreePop(); - } - - // Details for TabBars - if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) - { - for (int n = 0; n < g.TabBars.GetMapSize(); n++) - if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) - { - PushID(tab_bar); - DebugNodeTabBar(tab_bar, "TabBar"); - PopID(); - } - TreePop(); - } - - // Details for Tables - if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) - { - for (int n = 0; n < g.Tables.GetMapSize(); n++) - if (ImGuiTable* table = g.Tables.TryGetMapData(n)) - DebugNodeTable(table); - TreePop(); - } - - // Details for Fonts -#ifndef IMGUI_DISABLE_DEMO_WINDOWS - ImFontAtlas* atlas = g.IO.Fonts; - if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) - { - ShowFontAtlas(atlas); - TreePop(); - } -#endif - - // Details for Docking + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Basic info + Text("Dear ImGui %s", GetVersion()); + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // 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(); + } + + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + Indent(GetTreeNodeToLabelSpacing()); + RenderViewportsThumbnails(); + Unindent(GetTreeNodeToLabelSpacing()); + + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; + BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, + mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, + mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); + } + TreePop(); + } + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + TreePop(); + } + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for Docking #ifdef IMGUI_HAS_DOCK - if (TreeNode("Docking")) - { - static bool root_nodes_only = true; - ImGuiDockContext* dc = &g.DockContext; - Checkbox("List root nodes", &root_nodes_only); - Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); - if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } - SameLine(); - if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (!root_nodes_only || node->IsRootNode()) - DebugNodeDockNode(node, "Node"); - TreePop(); - } + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } #endif // #ifdef IMGUI_HAS_DOCK - // Settings - if (TreeNode("Settings")) - { - if (SmallButton("Clear")) - ClearIniSettings(); - SameLine(); - if (SmallButton("Save to memory")) - SaveIniSettingsToMemory(); - SameLine(); - if (SmallButton("Save to disk")) - SaveIniSettingsToDisk(g.IO.IniFilename); - SameLine(); - if (g.IO.IniFilename) - Text("\"%s\"", g.IO.IniFilename); - else - TextUnformatted(""); - Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); - if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) - { - for (int n = 0; n < g.SettingsHandlers.Size; n++) - BulletText("%s", g.SettingsHandlers[n].TypeName); - TreePop(); - } - if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) - { - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - DebugNodeWindowSettings(settings); - TreePop(); - } - - if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) - { - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - DebugNodeTableSettings(settings); - TreePop(); - } + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } #ifdef IMGUI_HAS_DOCK - if (TreeNode("SettingsDocking", "Settings packed data: Docking")) - { - ImGuiDockContext* dc = &g.DockContext; - Text("In SettingsWindows:"); - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->DockId != 0) - BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); - Text("In SettingsNodes:"); - for (int n = 0; n < dc->NodesSettings.Size; n++) - { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; - const char* selected_tab_name = NULL; - if (settings->SelectedTabId) - { - if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) - selected_tab_name = window->Name; - else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) - selected_tab_name = window_settings->GetName(); - } - BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); - } - TreePop(); - } + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } #endif // #ifdef IMGUI_HAS_DOCK - if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) - { - InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); - TreePop(); - } - TreePop(); - } - - // Misc Details - if (TreeNode("Internal state")) - { - Text("WINDOWING"); - Indent(); - Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); - Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); - Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); - Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); - Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); - Unindent(); - - Text("ITEMS"); - Indent(); - Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); - Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - - int active_id_using_key_input_count = 0; - for (int n = 0; n < ImGuiKey_NamedKey_COUNT; n++) - active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; - Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count); - Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame - Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); - Unindent(); - - Text("NAV,FOCUS"); - Indent(); - Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); - Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); - Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); - Text("NavActivateFlags: %04X", g.NavActivateFlags); - Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); - Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); - Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); - Unindent(); - - TreePop(); - } - - // Overlay: Display windows Rectangles and Begin Order - if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) - { - for (int n = 0; n < g.Windows.Size; n++) - { - ImGuiWindow* window = g.Windows[n]; - if (!window->WasActive) - continue; - ImDrawList* draw_list = GetForegroundDrawList(window); - if (cfg->ShowWindowsRects) - { - ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); - draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); - } - if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) - { - char buf[32]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); - float font_size = GetFontSize(); - draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); - draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); - } - } - } - - // Overlay: Display Tables Rectangles - if (cfg->ShowTablesRects) - { - for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) - { - ImGuiTable* table = g.Tables.TryGetMapData(table_n); - if (table == NULL || table->LastFrameActive < g.FrameCount - 1) - continue; - ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); - if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) - { - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); - ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); - float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; - draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); - } - } - else - { - ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); - draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); - } - } - } + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : ""); + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } +#endif + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + char key_chord_name[64]; + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); + Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + DebugLocateItemOnHover(routing_data->RoutingCurr); + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } #ifdef IMGUI_HAS_DOCK - // Overlay: Display Docking info - if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode) - { - char buf[64] = ""; - char* p = buf; - ImGuiDockNode* node = g.HoveredDockNode; - ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); - int depth = DockNodeGetDepth(node); - overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); - ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; - overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); - overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); - } + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } #endif // #ifdef IMGUI_HAS_DOCK - 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(); - } + End(); } // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { - if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) - return; - BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); - for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); - TreePop(); + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); } static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) { - using namespace ImGui; - PushID(label); - PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); - Text("%s:", label); - if (!enabled) - BeginDisabled(); - CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit); - CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); - CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); - CheckboxFlags("NoResizeY", p_flags, ImGuiDockNodeFlags_NoResizeY); - CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); - CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); - CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); - CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); - CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); - CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe); - CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); - CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); - CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); - CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); - if (!enabled) - EndDisabled(); - PopStyleVar(); - PopID(); + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); } // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { - ImGuiContext& g = *GImGui; - const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly - const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted - if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open; - if (node->Windows.Size > 0) - open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - else - open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - if (!is_alive) { PopStyleColor(); } - if (is_active && IsItemHovered()) - if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) - GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); - if (open) - { - IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); - IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); - BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", - node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); - DebugNodeWindow(node->HostWindow, "HostWindow"); - DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); - BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); - BulletText("Misc:%s%s%s%s%s%s", - node->IsDockSpace() ? " IsDockSpace" : "", - node->IsCentralNode() ? " IsCentralNode" : "", - is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", - node->WantLockSizeOnce ? " WantLockSizeOnce" : "", - node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); - if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) - { - if (BeginTable("flags", 4)) - { - TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); - TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); - TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); - TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); - EndTable(); - } - TreePop(); - } - if (node->ParentNode) - DebugNodeDockNode(node->ParentNode, "ParentNode"); - if (node->ChildNodes[0]) - DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); - if (node->ChildNodes[1]) - DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); - if (node->TabBar) - DebugNodeTabBar(node->TabBar, "TabBar"); - TreePop(); - } + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", (void*)*(intptr_t*)(void*)&tex_id); + else + ImFormatString(buf, buf_size, "0x%04X", *(int*)(void*)&tex_id); } // [DEBUG] Display contents of ImDrawList // Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { - ImGuiContext& g = *GImGui; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - int cmd_count = draw_list->CmdBuffer.Size; - if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) - cmd_count--; - bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); - if (draw_list == GetWindowDrawList()) - { - SameLine(); - TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) - if (node_open) - TreePop(); - return; - } - - ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list - if (window && IsItemHovered() && fg_draw_list) - fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!node_open) - return; - - if (window && !window->WasActive) - TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); - - for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) - { - if (pcmd->UserCallback) - { - BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); - continue; - } - - char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); - bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); - if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) - DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); - if (!pcmd_node_open) - continue; - - // Calculate approximate coverage area (touched pixel count) - // This will be in pixels squared as long there's no post-scaling happening to the renderer output. - const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; - float total_area = 0.0f; - for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) - { - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++, idx_n++) - triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; - total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); - } - - // Display vertex information summary. Hover to get all triangles drawn in wire-frame - ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); - Selectable(buf); - if (IsItemHovered() && fg_draw_list) - DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); - - // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGuiListClipper clipper; - clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. - while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) - { - char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++, idx_i++) - { - const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; - triangle[n] = v.pos; - buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); - } - - Selectable(buf, false); - if (fg_draw_list && IsItemHovered()) - { - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); - fg_draw_list->Flags = backup_flags; - } - } - TreePop(); - } - TreePop(); + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); } // [DEBUG] Display mesh/aabb of a ImDrawCmd void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) { - IM_ASSERT(show_mesh || show_aabb); - - // Draw wire-frame version of all triangles - ImRect clip_rect = draw_cmd->ClipRect; - ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - ImDrawListFlags backup_flags = out_draw_list->Flags; - out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) - { - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list - ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; - - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++, idx_n++) - vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); - if (show_mesh) - out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles - } - // Draw bounding boxes - if (show_aabb) - { - out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles - } - out_draw_list->Flags = backup_flags; + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; } // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { - bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); - SameLine(); - if (SmallButton("Set as default")) - GetIO().FontDefault = font; - if (!opened) - return; - - // Display preview text - PushFont(font); - Text("The quick brown fox jumps over the lazy dog"); - PopFont(); - - // Display details - SetNextItemWidth(GetFontSize() * 8); - DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); - SameLine(); MetricsHelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" - "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " - "You may oversample them to get some flexibility with scaling. " - "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - char c_str[5]; - Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); - Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); - const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); - Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); - - // Display all glyphs of the fonts in separate pages of 256 characters - if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) - { - ImDrawList* draw_list = GetWindowDrawList(); - const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); - const float cell_size = font->FontSize * 1; - const float cell_spacing = GetStyle().ItemSpacing.y; - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) - { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) - { - base += 4096 - 256; - continue; - } - - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - - // Draw a 16x16 grid of glyphs - ImVec2 base_pos = GetCursorScreenPos(); - for (unsigned int n = 0; n < 256; n++) - { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - 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)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) - { - BeginTooltip(); - Text("Codepoint: U+%04X", base + n); - 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(); - } - } - Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); - TreePop(); - } - TreePop(); - } - TreePop(); + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + 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)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + 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 void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { - if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) - return; - for (int n = 0; n < storage->Data.Size; n++) - { - const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; - BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. - } - TreePop(); + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data) + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + TreePop(); } // [DEBUG] Display contents of ImGuiTabBar void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { - // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. - char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); - p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); - p += ImFormatString(p, buf_end - p, " { "); - for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - p += ImFormatString(p, buf_end - p, "%s'%s'", - tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); - } - p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(label, "%s", buf); - if (!is_active) { PopStyleColor(); } - if (is_active && IsItemHovered()) - { - ImDrawList* draw_list = GetForegroundDrawList(); - draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - } - if (open) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - PushID(tab); - if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); - if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); - Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", - tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); - PopID(); - } - TreePop(); - } + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } } void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { - SetNextItemOpen(true, ImGuiCond_Once); - if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) - { - ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", - viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, - viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, - viewport->PlatformMonitor, viewport->DpiScale * 100.0f); - if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } - BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, - //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard - (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", - (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", - (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", - (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", - (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", - (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", - (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", - (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", - (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", - (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", - (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); - for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) - for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) - DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); - TreePop(); - } + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } } void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { - if (window == NULL) - { - BulletText("%s: NULL", label); - return; - } - - ImGuiContext& g = *GImGui; - const bool is_active = window->WasActive; - ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); - if (!is_active) { PopStyleColor(); } - if (IsItemHovered() && is_active) - GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!open) - return; - - if (window->MemoryCompacted) - TextDisabled("Note: some memory buffers have been compacted/freed."); - - ImGuiWindowFlags flags = window->Flags; - DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); - BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); - BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, - (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoMouseInputs) ? "NoMouseInputs" : "", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); - BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); - BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); - for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) - { - ImRect r = window->NavRectRel[layer]; - if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) - { - BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); - continue; - } - BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); - if (IsItemHovered()) - GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); - } - BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - - BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); - BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); - BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); - if (window->DockNode || window->DockNodeAsHost) - DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); - - if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } - if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } - if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } - if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) - { - for (int n = 0; n < window->ColumnsStorage.Size; n++) - DebugNodeColumns(&window->ColumnsStorage[n]); - TreePop(); - } - DebugNodeStorage(&window->StateStorage, "Storage"); - TreePop(); + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); } void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) { - Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", - settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); } void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) { - if (!TreeNode(label, "%s (%d)", label, windows->Size)) - return; - for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back - { - PushID((*windows)[i]); - DebugNodeWindow((*windows)[i], "Window"); - PopID(); - } - TreePop(); + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); } // FIXME-OPT: This is technically suboptimal, but it is simpler this way. void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) { - for (int i = 0; i < windows_size; i++) - { - ImGuiWindow* window = windows[i]; - if (window->ParentWindowInBeginStack != parent_in_begin_stack) - continue; - char buf[20]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); - //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); - DebugNodeWindow(window, buf); - Indent(); - DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); - Unindent(); - } + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } } //----------------------------------------------------------------------------- -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] DEBUG LOG WINDOW //----------------------------------------------------------------------------- -// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. -void ImGui::UpdateDebugToolItemPicker() +void ImGui::DebugLog(const char* fmt, ...) { - ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakId = 0; - if (!g.DebugItemPickerActive) - return; - - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - SetMouseCursor(ImGuiMouseCursor_Hand); - if (IsKeyPressed(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakId = hovered_id; - g.DebugItemPickerActive = false; - } - SetNextWindowBgAlpha(0.60f); - BeginTooltip(); - Text("HoveredId: 0x%08X", hovered_id); - Text("Press ESC to abort picking."); - TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - EndTooltip(); + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); } -// [DEBUG] Stack Tool: update queries. Called by NewFrame() -void ImGui::UpdateDebugToolStackQueries() +void ImGui::DebugLogV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - ImGuiStackTool* tool = &g.DebugStackTool; - - // Clear hook when stack tool is not visible - g.DebugHookIdInfo = 0; - if (g.FrameCount != tool->LastActiveFrame + 1) - return; - - // Update queries. The steps are: -1: query Stack, >= 0: query each stack item - // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time - const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; - if (tool->QueryId != query_id) - { - tool->QueryId = query_id; - tool->StackLevel = -1; - tool->Results.resize(0); - } - if (query_id == 0) - return; - - // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) - int stack_level = tool->StackLevel; - if (stack_level >= 0 && stack_level < tool->Results.Size) - if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) - tool->StackLevel++; - - // Update hook - stack_level = tool->StackLevel; - if (stack_level == -1) - g.DebugHookIdInfo = query_id; - if (stack_level >= 0 && stack_level < tool->Results.Size) - { - g.DebugHookIdInfo = tool->Results[stack_level].ID; - tool->Results[stack_level].QueryFrameCount++; - } + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size); +#endif } -// [DEBUG] Stack tool: hooks called by GetID() family functions -void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); + SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); + SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); + SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); + SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames"); + //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection); + SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO); + SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking); + SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); + const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); + TextUnformatted(line_begin, line_end); // Display line + ImRect text_rect = g.LastItemData.Rect; + if (IsItemHovered()) + for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } + } + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiStackTool* tool = &g.DebugStackTool; - - // Step 0: stack query - // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. - if (tool->StackLevel == -1) - { - tool->StackLevel++; - tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); - for (int n = 0; n < window->IDStack.Size + 1; n++) - tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; - return; - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} - // Step 1+: query for individual level - IM_ASSERT(tool->StackLevel >= 0); - if (tool->StackLevel != window->IDStack.Size) - return; - ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; - IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); - - int data_len; - switch (data_type) - { - case ImGuiDataType_S32: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); - break; - case ImGuiDataType_String: - data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id); - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id); - break; - case ImGuiDataType_Pointer: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); - break; - case ImGuiDataType_ID: - if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); - break; - default: - IM_ASSERT(0); - } - info->QuerySuccess = true; +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); } -// Stack Tool: Display UI -void ImGui::ShowStackToolWindow(bool* p_open) +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) { - ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) - SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); - if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) - { - End(); - return; - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; +} + +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} - // Display hovered/active status - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - const ImGuiID active_id = g.ActiveId; +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); #ifdef IMGUI_ENABLE_TEST_ENGINE - Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); -#else - Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); #endif - SameLine(); - MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); - - // Display decorated stack - ImGuiStackTool* tool = &g.DebugStackTool; - tool->LastActiveFrame = g.FrameCount; - if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) - { - const float id_width = CalcTextSize("0xDDDDDDDD").x; - TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); - TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); - TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); - TableHeadersRow(); - for (int n = 0; n < tool->Results.Size; n++) - { - ImGuiStackLevelInfo* info = &tool->Results[n]; - TableNextColumn(); - Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); - - TableNextColumn(); - ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL; - if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) - Text("\"%s\" [window]", window->Name); - else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) - TextUnformatted(info->Desc); - else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. - { + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; #ifdef IMGUI_ENABLE_TEST_ENGINE - if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo() - Text("??? \"%s\"", label); - else + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); #endif - TextUnformatted("???"); - } - - TableNextColumn(); - Text("0x%08X", info->ID); - if (n == tool->Results.Size - 1) - TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); - } - EndTable(); - } - End(); + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); } #else @@ -19578,12 +21077,16 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugLog(const char*, ...) {} +void ImGui::DebugLogV(const char*, va_list) {} +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} void ImGui::UpdateDebugToolItemPicker() {} void ImGui::UpdateDebugToolStackQueries() {} +void ImGui::UpdateDebugToolFlashStyleColor() {} -#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS //----------------------------------------------------------------------------- diff --git a/Volt/Volt/vendor/imgui/imgui.h b/Volt/Volt/vendor/imgui/imgui.h index f87dec2c0..78b308e68 100644 --- a/Volt/Volt/vendor/imgui/imgui.h +++ b/Volt/Volt/vendor/imgui/imgui.h @@ -1,24 +1,33 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (headers) // Help: -// - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -// Read imgui.cpp for details, links and comments. +// - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ http://dearimgui.org/faq -// - Homepage & latest https://github.com/ocornut/imgui +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Homepage https://github.com/ocornut/imgui // - 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/6897 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues +// - Tests & Automation https://github.com/ocornut/imgui_test_engine -// Getting Started? -// - For first-time users having issues compiling/linking/running or issues loading fonts: -// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.90.1 WIP" +#define IMGUI_VERSION_NUM 19002 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch /* @@ -27,11 +36,12 @@ Index of this file: // [SECTION] Forward declarations and basic types // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers: Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) @@ -42,13 +52,12 @@ Index of this file: #pragma once -// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif -#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" -#endif #ifndef IMGUI_DISABLE @@ -62,19 +71,9 @@ Index of this file: #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp -// 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) -#define IMGUI_VERSION "1.87" -#define IMGUI_VERSION_NUM 18701 -#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_VIEWPORT // Viewport WIP branch -#define IMGUI_HAS_DOCK // Docking WIP branch -#define IMGUI_HAS_STACK_LAYOUT 1 // Stack-Layout PR #846 - // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) -// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. #ifndef IMGUI_API #define IMGUI_API #endif @@ -89,7 +88,7 @@ Index of this file: #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) @@ -119,10 +118,14 @@ Index of this file: #endif #if defined(__clang__) #pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" -#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -168,26 +171,33 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) -// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier -typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) -typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() @@ -196,7 +206,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. @@ -236,8 +246,8 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) -typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] typedef ImWchar32 ImWchar; #else @@ -247,7 +257,7 @@ typedef ImWchar16 ImWchar; // Callback and functions types typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() -typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] @@ -255,39 +265,26 @@ typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. - float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } #ifdef IM_VEC2_CLASS_EXTRA - IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif }; // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] - -#pragma warning( push ) -#pragma warning( disable : 4702) - struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) - { - x = _x; - y = _y; - z = _z; - w = _w; - } + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } #ifdef IM_VEC4_CLASS_EXTRA - IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; - -#pragma warning( pop ) - IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- @@ -297,711 +294,726 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE namespace ImGui { - // Context creation and access - // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. - // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() - // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. - IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); - IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context - IMGUI_API ImGuiContext* GetCurrentContext(); - IMGUI_API void SetCurrentContext(ImGuiContext* ctx); - - // Main - IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! - IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. - - // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. - IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. - IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) - IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. - IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. - IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). - IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) - - // Styles - IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) - IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font - IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style - - // Windows - // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. - // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, - // which clicking will set the boolean to false when clicked. - // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. - // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). - // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting - // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] - // - Note that the bottom of window stack always contains a window called "Debug". - IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); - IMGUI_API void End(); - - // Child Windows - // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. - // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). - // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API void EndChild(); - - // Windows Utilities - // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. - IMGUI_API bool IsWindowAppearing(); - IMGUI_API bool IsWindowCollapsed(); - IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending on flags. see flags for options. - IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags = 0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! - IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) - IMGUI_API ImVec2 GetWindowSize(); // get current window size - IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) - IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - IMGUI_API ImGuiViewport* GetWindowViewport(); // get viewport currently associated to the current window. - - // Window manipulation - // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). - IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. - IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() - IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() - IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() - IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() - IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. - IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport - IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. - IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. - IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). - IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. - IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. - IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. - - // Content region - // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. - // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - - // Windows Scrolling - IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] - IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] - IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] - IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y - IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. - IMGUI_API void SetScrollHereY(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. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. - IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. - IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. - - // Parameters stacks (shared) - IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font - IMGUI_API void PopFont(); - IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). - IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); - IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). - IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopAllowKeyboardFocus(); - IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. - IMGUI_API void PopButtonRepeat(); - - // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). - IMGUI_API void PopItemWidth(); - IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. - IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space - IMGUI_API void PopTextWrapPos(); - - // Style read access - // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API - IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList - IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList - IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. - - // Cursor / Layout - // - By "cursor" we mean the current output position. - // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. - // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. - // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: - // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. - IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. - IMGUI_API void SameLine(float offset_from_start_x = 0.0f, float spacing = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. - IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. - IMGUI_API void Spacing(); // add vertical spacing. - IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. - IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 - IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 - IMGUI_API void BeginGroup(); // lock horizontal starting position - IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) - IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) - IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. - IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. - IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) - IMGUI_API void SetCursorPosY(float local_y); // - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates - IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) - IMGUI_API float GetTextLineHeight(); // ~ FontSize - IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) - IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 - IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) - - IMGUI_API void BeginHorizontal(const char* str_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); - IMGUI_API void BeginHorizontal(const void* ptr_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); - IMGUI_API void BeginHorizontal(int id, const ImVec2& size = ImVec2(0, 0), float align = -1); - IMGUI_API void EndHorizontal(); - IMGUI_API void BeginVertical(const char* str_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); - IMGUI_API void BeginVertical(const void* ptr_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); - IMGUI_API void BeginVertical(int id, const ImVec2& size = ImVec2(0, 0), float align = -1); - IMGUI_API void EndVertical(); - IMGUI_API void Spring(float weight = 1.0f, float spacing = -1.0f); - IMGUI_API void SuspendLayout(); - IMGUI_API void ResumeLayout(); - - // ID stack/scopes - // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. - // - Those questions are answered and impacted by understanding of the ID stack system: - // - "Q: Why is my widget not reacting when I click on it?" - // - "Q: How can I have widgets with an empty label?" - // - "Q: How can I have multiple widgets with the same label?" - // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely - // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. - // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, - // whereas "str_id" denote a string that is only used as an ID and not normally displayed. - IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). - IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). - IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). - IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). - IMGUI_API void PopID(); // pop from the ID stack. - IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself - IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); - IMGUI_API ImGuiID GetID(const void* ptr_id); - - // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text - IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); - IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); - IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). - IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets - IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() - IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); - - // Widgets: Main - // - Most widgets return true when the value has been changed or when pressed/selected - // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. - IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button - IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text - IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) - IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // <0 frame_padding uses default frame padding settings. 0 for no padding - IMGUI_API bool Checkbox(const char* label, bool* v); - IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); - IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); - IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } - IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer - IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); - IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses - - // Widgets: Combo Box - // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. - IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); - IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! - IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); - IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" - IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); - - // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. - // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', - // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x - // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. - // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. - // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. - // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. - // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. - // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 - IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound - IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound - IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - - // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. - // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. - // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. - // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 - IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. - IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); - IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); - IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); - - // Widgets: Input with Keyboard - // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. - // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. - IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - - // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) - // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. - // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x - IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); - IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); - IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); - IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. - IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. - - // Widgets: Trees - // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. - IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). - IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " - IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); - IMGUI_API bool TreeNodeEx(ImGuiID id, const char* label, ImGuiTreeNodeFlags flags = 0); - IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); - IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); - IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); - IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); - IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. - IMGUI_API void TreePush(const void* ptr_id = NULL); // " - IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode - IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). - IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. - IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. - - // Widgets: Selectables - // - A selectable highlights when hovered, and can display another color when selected. - // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. - IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height - IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. - - // Widgets: List Boxes - // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. - // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. - // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. - // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth - // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items - IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region - IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! - IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); - IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - - // Widgets: Data Plotting - // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! - IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); - IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); - IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); - IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); - - // Widgets: Value() Helpers. - // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) - IMGUI_API void Value(const char* prefix, bool b); - IMGUI_API void Value(const char* prefix, int v); - IMGUI_API void Value(const char* prefix, unsigned int v); - IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); - - // Widgets: Menus - // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. - // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. - // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. - // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. - IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). - IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. - IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! - IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! - IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! - IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. - IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL - - // Tooltips - // - Tooltip are windows following the mouse. They do not take focus away. - IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). - IMGUI_API void EndTooltip(); - IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). - IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); - - // Popups, Modals - // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. - // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. - // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. - // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). - // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. - // This is sometimes leading to confusing mistakes. May rework this in the future. - - // Popups: begin/end functions - // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. - // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. - IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. - IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. - IMGUI_API bool BeginPopupModal(const char* name, ImGuiID id, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. - IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! - - // Popups: open/close functions - // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. - // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. - // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). - // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). - // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. - // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter - IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). - IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) - IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. - - // Popups: open+begin combined functions helpers - // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. - // - They are convenient to easily create context menus, hence the name. - // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. - // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! - IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. - IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). - - // Popups: query functions - // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. - // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. - // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. - IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. - - // Tables - // - Full-featured replacement for old Columns API. - // - See Demo->Tables for demo code. - // - See top of imgui_tables.cpp for general commentary. - // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. - // The typical call flow is: - // - 1. Call BeginTable(). - // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. - // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. - // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. - // - 5. Populate contents: - // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. - // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, - // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). - // TableNextColumn() will automatically wrap-around into the next row if needed. - // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! - // - Summary of possible call flow: - // -------------------------------------------------------------------------------------------------------- - // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK - // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK - // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! - // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! - // -------------------------------------------------------------------------------------------------------- - // - 5. Call EndTable() - IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); - IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! - IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. - IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. - IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. - - // Tables: Headers & Columns declaration - // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. - // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. - // Headers are required to perform: reordering, sorting, and opening the context menu. - // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. - // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in - // some advanced use cases (e.g. adding custom widgets in header row). - // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); - IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu - IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) - - // Tables: Sorting - // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. - // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed - // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may - // wastefully sort your data every frame! - // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). - IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). - - // Tables: Miscellaneous functions - // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. - IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) - IMGUI_API int TableGetColumnIndex(); // return current column index. - IMGUI_API int TableGetRowIndex(); // return current row index. - IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. - IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. - IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) - IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. - - // Legacy Columns API (prefer using Tables!) - // - You can also use SameLine(pos_x) to mimic simplified columns. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); - IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished - IMGUI_API int GetColumnIndex(); // get current column index - IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column - IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column - IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f - IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column - IMGUI_API int GetColumnsCount(); - - // Tab Bars, Tabs - // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. - IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar - IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! - IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. - IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! - IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. - IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. - - // Docking - // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. - // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! - // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking. - // - Drag from window menu button (upper-left button) to undock an entire node (all windows). - // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. - // About dockspaces: - // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. - // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. - // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. - // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! - // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. - // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. - IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id - IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) - IMGUI_API ImGuiID GetWindowDockID(); - IMGUI_API bool IsWindowDocked(); // is current window docked into another window? - - // Logging/Capture - // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. - IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) - IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file - IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard - IMGUI_API void LogFinish(); // stop logging (close file, etc.) - IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard - IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) - IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); - - // Drag and Drop - // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). - // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). - // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) - // - An item can be both drag source and drop target. - IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. - IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! - IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() - IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. - IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! - IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. - - // Disabling [BETA API] - // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) - // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) - // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. - IMGUI_API void BeginDisabled(bool disabled = true); - IMGUI_API void EndDisabled(); - - // Clipping - // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. - IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); - IMGUI_API void PopClipRect(); - - // Focus, Activation - // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" - IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. - IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - - // Item/Widgets Utilities and Query Functions - // - Most of the functions are referring to the previous Item that has been submitted. - // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. - IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. - IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) - IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. - IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) - IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. - IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). - IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. - IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). - IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). - IMGUI_API bool IsAnyItemHovered(); // is any item hovered? - IMGUI_API bool IsAnyItemActive(); // is any item active? - IMGUI_API bool IsAnyItemFocused(); // is any item focused? - IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) - IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) - IMGUI_API ImVec2 GetItemRectSize(); // get size of last item - IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. - - // Viewports - // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. - // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. - // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. - IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. - - // Miscellaneous Utilities - IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. - IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. - IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. - IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. - IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. - IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. - IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. - IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). - IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) - IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame - IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) - - // Text Utilities - IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); - - // Color Utilities - IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); - IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); - IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); - IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - - // Inputs Utilities: Keyboard - // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) - // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. - // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) - // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices - // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) - IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. - IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? - IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. - IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. - - // Inputs Utilities: Mouse - // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. - // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. - // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') - IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? - IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. - IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) - IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) - IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. - IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available - IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. - IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls - IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) - IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) - IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) - IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // - IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type - IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. - - // Clipboard Utilities - // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. - IMGUI_API const char* GetClipboardText(); - IMGUI_API void SetClipboardText(const char* text); - - // Settings/.Ini Utilities - // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). - // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. - // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). - IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). - IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size = 0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. - IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). - 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 - // - This is used by the 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 - // - Those functions are not reliant on the current context. - // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() - // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. - IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); - IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); - IMGUI_API void* MemAlloc(size_t size); - IMGUI_API void MemFree(void* ptr); - - // (Optional) Platform/OS interface for multi-viewport support - // Read comments around the ImGuiPlatformIO structure for more details. - // Note: You may use GetWindowViewport() to get the current viewport of the current window. - IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. - IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. - IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. - IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). - IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. - IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. + // Consider updating your old call sites: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos()) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(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. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopTabStop(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom. + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: + // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. + // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Mouse specific + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + 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 + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + 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 + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) } // namespace ImGui @@ -1010,104 +1022,131 @@ namespace ImGui //----------------------------------------------------------------------------- // Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) enum ImGuiWindowFlags_ { - ImGuiWindowFlags_None = 0, - ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar - ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip - ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window - ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) - ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. - ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). - ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame - ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). - ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file - ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. - ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar - ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. - ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state - ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) - ImGuiWindowFlags_AlwaysVerticalScrollbar = 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) - ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) - ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. - ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window - - ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, - ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, - ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, - - // [Internal] - ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. - ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() - ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() - ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() - ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() - ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() - ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() - - // [Obsolete] - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) - - // [Volt] - ImGuiWindowFlags_NoTabBar = 1 << 30 + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif + + //VOLT_SOURCE_MODIFICATION_BEGIN: Volt specific flags + ImGuiWindowFlags_NoTabBar = 1 << 30 + //VOLT_SOURCE_MODIFICATION_ENDb +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. }; // Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) enum ImGuiInputTextFlags_ { - ImGuiInputTextFlags_None = 0, - ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ - ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef - ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z - ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs - ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. - ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. - ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field - ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). - ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode - ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode - ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' - ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). - ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) - ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior -#endif + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() enum ImGuiTreeNodeFlags_ { - ImGuiTreeNodeFlags_None = 0, - ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one - ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack - ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) - ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. - ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). - ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow - ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. - ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible - - ImGuiTreeNodeFlags_SpanAllColumns = 1 << 15, - ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 +#endif }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. @@ -1116,232 +1155,94 @@ enum ImGuiTreeNodeFlags_ // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter -// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { - ImGuiPopupFlags_None = 0, - ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) - ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) - ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) - ImGuiPopupFlags_MouseButtonMask_ = 0x1F, - ImGuiPopupFlags_MouseButtonDefault_ = 1, - ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) - ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { - ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window - ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) - ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif }; // Flags for ImGui::BeginCombo() enum ImGuiComboFlags_ { - ImGuiComboFlags_None = 0, - ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default - ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() - ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) - ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible - ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible - ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button - ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button - ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, }; // Flags for ImGui::BeginTabBar() enum ImGuiTabBarFlags_ { - ImGuiTabBarFlags_None = 0, - ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list - ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup - ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) - ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab - ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit - ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit - ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { - ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. - ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() - ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() - ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab - ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab - ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) - ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) -}; - -// Flags for ImGui::BeginTable() -// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. -// Read comments/demos carefully + experiment with live demos to get acquainted with them. -// - The DEFAULT sizing policies are: -// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. -// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. -// - When ScrollX is off: -// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. -// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width according to their respective weight. -// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. -// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. -// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). -// - When ScrollX is on: -// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed -// - Columns sizing policy allowed: Fixed/Auto mostly. -// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. -// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. -// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). -// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. -// - Read on documentation at the top of imgui_tables.cpp for details. -enum ImGuiTableFlags_ -{ - // Features - ImGuiTableFlags_None = 0, - ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. - ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) - ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. - ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. - ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. - ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). - // Decorations - ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) - ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. - ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. - ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. - ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. - ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. - ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. - ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. - ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. - ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. - ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style - ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style - // Sizing Policy (read above for defaults) - ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. - ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. - ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. - ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). - // Sizing Extra Options - ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. - ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. - ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. - ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. - // Clipping - ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). - // Padding - ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. - ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. - ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). - // Scrolling - ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. - ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. - // Sorting - ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). - ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). - - // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 - //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 -#endif -}; - -// Flags for ImGui::TableSetupColumn() -enum ImGuiTableColumnFlags_ -{ - // Input configuration flags - ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) - ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. - - // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse - - // [Internal] Combinations and masks - ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, - ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, - ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, - ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. -#endif -}; - -// Flags for ImGui::TableNextRow() -enum ImGuiTableRowFlags_ -{ - ImGuiTableRowFlags_None = 0, - ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width) -}; - -// Enum for ImGui::TableSetBgColor() -// Background colors are rendering in 3 layers: -// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. -// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. -// - Layer 2: draw with CellBg color if set. -// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. -// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. -// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. -// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. -enum ImGuiTableBgTarget_ -{ - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { - ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! - ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) - ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() @@ -1349,19 +1250,39 @@ enum ImGuiFocusedFlags_ // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. enum ImGuiHoveredFlags_ { - ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. - ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered - ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) - ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered - ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) - ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled - ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, - ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) }; // Flags for ImGui::DockSpace(), shared/inherited by child nodes. @@ -1369,32 +1290,38 @@ enum ImGuiHoveredFlags_ // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. enum ImGuiDockNodeFlags_ { - ImGuiDockNodeFlags_None = 0, - ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. - //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) - ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. - ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. - ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. - ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. - ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { - ImGuiDragDropFlags_None = 0, - // BeginDragDropSource() flags - ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. - ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. - ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. - ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. - ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) - // AcceptDragDropPayload() flags - ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. - ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. - ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. - ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. @@ -1404,446 +1331,619 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { - ImGuiDataType_S8, // signed char / char (with sensible compilers) - ImGuiDataType_U8, // unsigned char - ImGuiDataType_S16, // short - ImGuiDataType_U16, // unsigned short - ImGuiDataType_S32, // int - ImGuiDataType_U32, // unsigned int - ImGuiDataType_S64, // long long / __int64 - ImGuiDataType_U64, // unsigned long long / unsigned __int64 - ImGuiDataType_Float, // float - ImGuiDataType_Double, // double - ImGuiDataType_COUNT + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT }; // A cardinal direction enum ImGuiDir_ { - ImGuiDir_None = -1, - ImGuiDir_Left = 0, - ImGuiDir_Right = 1, - ImGuiDir_Up = 2, - ImGuiDir_Down = 3, - ImGuiDir_COUNT + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT }; // A sorting direction enum ImGuiSortDirection_ { - ImGuiSortDirection_None = 0, - ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. - ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. -}; - -enum ImGuiKey_ -{ - // Keyboard - ImGuiKey_None = 0, - ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN - ImGuiKey_LeftArrow, - ImGuiKey_RightArrow, - ImGuiKey_UpArrow, - ImGuiKey_DownArrow, - ImGuiKey_PageUp, - ImGuiKey_PageDown, - ImGuiKey_Home, - ImGuiKey_End, - ImGuiKey_Insert, - ImGuiKey_Delete, - ImGuiKey_Backspace, - ImGuiKey_Space, - ImGuiKey_Enter, - ImGuiKey_Escape, - ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, - ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, - ImGuiKey_Menu, - ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, - ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, - ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, - ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, - ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, - ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, - ImGuiKey_Apostrophe, // ' - ImGuiKey_Comma, // , - ImGuiKey_Minus, // - - ImGuiKey_Period, // . - ImGuiKey_Slash, // / - ImGuiKey_Semicolon, // ; - ImGuiKey_Equal, // = - ImGuiKey_LeftBracket, // [ - ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) - ImGuiKey_RightBracket, // ] - ImGuiKey_GraveAccent, // ` - ImGuiKey_CapsLock, - ImGuiKey_ScrollLock, - ImGuiKey_NumLock, - ImGuiKey_PrintScreen, - ImGuiKey_Pause, - ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, - ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, - ImGuiKey_KeypadDecimal, - ImGuiKey_KeypadDivide, - ImGuiKey_KeypadMultiply, - ImGuiKey_KeypadSubtract, - ImGuiKey_KeypadAdd, - ImGuiKey_KeypadEnter, - ImGuiKey_KeypadEqual, - - // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action - ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // -- - ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // -- - ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input - ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate - ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu - ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel - ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp - ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown - ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft - ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight - ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow - ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast - ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog] - ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog] - ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS) - ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS) - ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp - ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown - ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft - ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight - ImGuiKey_GamepadRStickUp, // [Analog] - ImGuiKey_GamepadRStickDown, // [Analog] - ImGuiKey_GamepadRStickLeft, // [Analog] - ImGuiKey_GamepadRStickRight, // [Analog] - - // Keyboard Modifiers - // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing - // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. - // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those - // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl). - // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. - // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and - // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... - ImGuiKey_ModCtrl, - ImGuiKey_ModShift, - ImGuiKey_ModAlt, - ImGuiKey_ModSuper, - - ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value - - // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. - // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) - ImGuiKey_NamedKey_BEGIN = 512, - ImGuiKey_NamedKey_END = ImGuiKey_COUNT, - ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well. +#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO) +#define IMGUI_DISABLE_OBSOLETE_KEYIO +#endif + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). +// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_COUNT, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows + ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). + ImGuiMod_Mask_ = 0xF800, // 5-bits + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys - ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0] + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. #else - ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys - ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0] + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. #endif #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; -// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. -enum ImGuiKeyModFlags_ -{ - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key -}; - -// Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. -enum ImGuiNavInput_ -{ - // Gamepad Mapping - ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) - ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) - ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) - ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) - ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) - ImGuiNavInput_DpadRight, // - ImGuiNavInput_DpadUp, // - ImGuiNavInput_DpadDown, // - ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down - ImGuiNavInput_LStickRight, // - ImGuiNavInput_LStickUp, // - ImGuiNavInput_LStickDown, // - ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - - // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. - // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[]. - ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys - ImGuiNavInput_KeyRight_, // Move right - ImGuiNavInput_KeyUp_, // Move up - ImGuiNavInput_KeyDown_, // Move down - ImGuiNavInput_COUNT +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput +{ + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, + ImGuiNavInput_COUNT, }; +#endif // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { - ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. - ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. - ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. - ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // [BETA] Docking - ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. - // [BETA] Viewports - // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. - ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) - ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. - ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. - // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) - ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { - ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. - // [BETA] Viewports - ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. - ImGuiBackendFlags_HasMouseHoveredViewport = 1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. - ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Backend Renderer supports multiple viewports. + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. }; // Enumeration for PushStyleColor() / PopStyleColor() enum ImGuiCol_ { - ImGuiCol_Text, - ImGuiCol_TextDisabled, - ImGuiCol_WindowBg, // Background of normal windows - ImGuiCol_ChildBg, // Background of child windows - ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows - ImGuiCol_Border, - ImGuiCol_BorderShadow, - ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input - ImGuiCol_FrameBgHovered, - ImGuiCol_FrameBgActive, - ImGuiCol_TitleBg, - ImGuiCol_TitleBgActive, - ImGuiCol_TitleBgCollapsed, - ImGuiCol_MenuBarBg, - ImGuiCol_ScrollbarBg, - ImGuiCol_ScrollbarGrab, - ImGuiCol_ScrollbarGrabHovered, - ImGuiCol_ScrollbarGrabActive, - ImGuiCol_CheckMark, - ImGuiCol_SliderGrab, - ImGuiCol_SliderGrabActive, - ImGuiCol_Button, - ImGuiCol_ButtonHovered, - ImGuiCol_ButtonActive, - ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem - ImGuiCol_HeaderHovered, - ImGuiCol_HeaderActive, - ImGuiCol_Separator, - ImGuiCol_SeparatorHovered, - ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, - ImGuiCol_ResizeGripHovered, - ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, - ImGuiCol_TabTop, - ImGuiCol_TabHovered, - ImGuiCol_TabActive, - ImGuiCol_TabUnfocused, - ImGuiCol_TabUnfocusedActive, - ImGuiCol_DockingPreview, // Preview overlay color when about to docking something - ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) - ImGuiCol_PlotLines, - ImGuiCol_PlotLinesHovered, - ImGuiCol_PlotHistogram, - ImGuiCol_PlotHistogramHovered, - ImGuiCol_TableHeaderBg, // Table header background - ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) - ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) - ImGuiCol_TableRowBg, // Table row background (even rows) - ImGuiCol_TableRowBgAlt, // Table row background (odd rows) - ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, - ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item - ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB - ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active - ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active - ImGuiCol_COUNT + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, // TabItem in a TabBar + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { - // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) - ImGuiStyleVar_Alpha, // float Alpha - ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha - ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding - ImGuiStyleVar_WindowRounding, // float WindowRounding - ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize - ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize - ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign - ImGuiStyleVar_ChildRounding, // float ChildRounding - ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize - ImGuiStyleVar_PopupRounding, // float PopupRounding - ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize - ImGuiStyleVar_FramePadding, // ImVec2 FramePadding - ImGuiStyleVar_FrameRounding, // float FrameRounding - ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize - ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing - ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing - ImGuiStyleVar_IndentSpacing, // float IndentSpacing - ImGuiStyleVar_CellPadding, // ImVec2 CellPadding - ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize - ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding - ImGuiStyleVar_GrabMinSize, // float GrabMinSize - ImGuiStyleVar_GrabRounding, // float GrabRounding - ImGuiStyleVar_TabRounding, // float TabRounding - ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign - ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign - ImGuiStyleVar_LayoutAlign, // float LayoutAlign - ImGuiStyleVar_COUNT + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize,// float DockingSeparatorSize + ImGuiStyleVar_COUNT }; // Flags for InvisibleButton() [extended in imgui_internal.h] enum ImGuiButtonFlags_ { - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) - ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button - ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button - // [Internal] - ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() enum ImGuiColorEditFlags_ { - ImGuiColorEditFlags_None = 0, - ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). - ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. - ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. - ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) - ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). - ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. - ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). - ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. - ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) - - // User Options (right-click on widget to change some of them). - ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. - ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. - ImGuiColorEditFlags_AlphaPreviewHalf = 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. - ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). - ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. - ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " - ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " - ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. - ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. - ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. - ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. - ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. - ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. - - // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to - // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. - ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, - - // [Internal] Masks - ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, - ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, - ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV - - // Obsolete names (will be removed) - // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ { - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. - ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. - ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) - ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget - ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] -#endif + // Obsolete names + //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] }; // Identify a mouse button. // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. enum ImGuiMouseButton_ { - ImGuiMouseButton_Left = 0, - ImGuiMouseButton_Right = 1, - ImGuiMouseButton_Middle = 2, - ImGuiMouseButton_COUNT = 5 + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 }; // Enumeration for GetMouseCursor() // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { - ImGuiMouseCursor_None = -1, - ImGuiMouseCursor_Arrow = 0, - ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) - ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border - ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column - ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window - ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) - ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. - ImGuiMouseCursor_COUNT + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT }; -// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { - ImGuiCond_None = 0, // No condition (always set the variable), same as _Always - ImGuiCond_Always = 1 << 0, // No condition (always set the variable) - ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) - ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) - ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1858,12 +1958,12 @@ enum ImGuiCond_ struct ImNewWrapper {}; inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_FREE(_PTR) ImGui::MemFree(_PTR) #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- // ImVector<> @@ -1880,63 +1980,65 @@ IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { - int Size; - int Capacity; - T* Data; - - // Provide standard typedefs but we don't use them ourselves. - typedef T value_type; - typedef value_type* iterator; - typedef const value_type* const_iterator; - - // Constructors, destructor - inline ImVector() { Size = Capacity = 0; Data = NULL; } - inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything - - inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything - inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. - inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. - - inline bool empty() const { return Size == 0; } - inline int size() const { return Size; } - inline int size_in_bytes() const { return Size * (int)sizeof(T); } - inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } - inline int capacity() const { return Capacity; } - inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - - inline T* begin() { return Data; } - inline const T* begin() const { return Data; } - inline T* end() { return Data + Size; } - inline const T* end() const { return Data + Size; } - inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } - inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } - inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } - inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } - inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } - - inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } - inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } - inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation - inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } - - // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. - inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } - inline void pop_back() { IM_ASSERT(Size > 0); Size--; } - inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } - inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last) { IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } - inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } - inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } - inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } - inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } - inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } - inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } - inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; IM_MSVC_RUNTIME_CHECKS_RESTORE @@ -1950,51 +2052,64 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in Dear ImGui. - float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. - ImVec2 WindowPadding; // Padding within a window. - float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. - float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). - ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). - ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. - ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. - float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. - float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). - float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) - float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). - ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). - float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). - float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). - ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. - ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). - ImVec2 CellPadding; // Padding within a table cell - ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! - float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. - float ScrollbarRounding; // Radius of grab corners for scrollbar. - float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. - float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. - float LayoutAlign; // Element alignment inside horizontal and vertical layouts (0.0f - left/top, 1.0f - right/bottom, 0.5f - center). - float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. - float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. - float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. - ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. - ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). - ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. - ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! - float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. - bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. - ImVec4 Colors[ImGuiCol_COUNT]; - - IMGUI_API ImGuiStyle(); - IMGUI_API void ScaleAllSizes(float scale_factor); + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickkness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); }; //----------------------------------------------------------------------------- @@ -2005,189 +2120,222 @@ struct ImGuiStyle //----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. -// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. struct ImGuiKeyData { - bool Down; // True for if key is down - float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) - float DownDurationPrev; // Last frame duration the key has been down - float AnalogValue; // 0.0f..1.0f for gamepad values + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values }; struct ImGuiIO { - //------------------------------------------------------------------ - // Configuration (fill once) // Default value - //------------------------------------------------------------------ - - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. - float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. - const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. - const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). - float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. - float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). - float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. - void* UserData; // = NULL // Store your own data for retrieval by callbacks. - - ImFontAtlas* Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. - ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. - - // Docking options (when ImGuiConfigFlags_DockingEnable is set) - bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. - bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) - bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. - bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. - - // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. - bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. - bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). - bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. - - // Miscellaneous options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. - bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. - bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). - bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. - float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. - - //------------------------------------------------------------------ - // Platform Functions - // (the imgui_impl_xxxx backend files are setting those up for you) - //------------------------------------------------------------------ - - // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. - const char* BackendPlatformName; // = NULL - const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL // User data for platform backend - void* BackendRendererUserData; // = NULL // User data for renderer backend - void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend - - // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) - const char* (*GetClipboardTextFn)(void* user_data); - void (*SetClipboardTextFn)(void* user_data, const char* text); - void* ClipboardUserData; - - // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) - // (default to use native imm32 api on Windows) - void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // This is inconsistent with other BeginXXX functions and create confusion for many users. + // We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + // Consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + + // Optional: Platform locale + ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. -#else - void* _UnusedPadding; // Unused field to keep data structure the same size. + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). #endif - //------------------------------------------------------------------ - // Input - Call before calling NewFrame() - //------------------------------------------------------------------ - - // Input Functions - IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) - IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. - IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) - IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change - IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update - IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). - IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) - IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input - IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string - - IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually - IMGUI_API void ClearInputKeys(); // [Internal] Release all keys - IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. - - //------------------------------------------------------------------ - // Output - Updated by NewFrame() or EndFrame()/Render() - // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is - // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) - //------------------------------------------------------------------ - - bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! - bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. - - // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. - // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. - bool KeysDown[512]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#else + void* _UnusedPadding; #endif - //------------------------------------------------------------------ - // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! - //------------------------------------------------------------------ - - // Main Input State - // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) - // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. - ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). - bool KeyCtrl; // Keyboard modifier down: Control - bool KeyShift; // Keyboard modifier down: Shift - bool KeyAlt; // Keyboard modifier down: Alt - bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). - - // Other state maintained from data above + IO function calls - ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() - ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame) - ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. - bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) - ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down - ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window. - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) - float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) - float NavInputsDownDuration[ImGuiNavInput_COUNT]; - float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. - bool AppFocusLost; - ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] - bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. - - IMGUI_API ImGuiIO(); + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// [SECTION] Misc data structures +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. @@ -2201,41 +2349,42 @@ struct ImGuiIO // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData { - ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only - ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only - void* UserData; // What user passed to InputText() // Read-only - - // Arguments for the different callback events - // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. - // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. - ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; - ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] - char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! - int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() - int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 - bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] - int CursorPos; // // Read-write // [Completion,History,Always] - int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) - int SelectionEnd; // // Read-write // [Completion,History,Always] - - // Helper functions for text manipulation. - // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. - IMGUI_API ImGuiInputTextCallbackData(); - IMGUI_API void DeleteChars(int pos, int bytes_count); - IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); - void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } - void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } - bool HasSelection() const { return SelectionStart != SelectionEnd; } + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } }; // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. struct ImGuiSizeCallbackData { - void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() - ImVec2 Pos; // Read-only. Window position, for reference. - ImVec2 CurrentSize; // Read-only. Current window size. - ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. @@ -2247,66 +2396,42 @@ struct ImGuiSizeCallbackData // - To the docking system for various options and filtering. struct ImGuiWindowClass { - ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. - ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. - ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. - ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. - ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. - ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) - bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) - bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? - ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { - // Members - void* Data; // Data (copied and owned by dear imgui) - int DataSize; // Data size + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size - // [Internal] - ImGuiID SourceId; // Source item id - ImGuiID SourceParentId; // Source parent id (if available) - int DataFrameCount; // Data timestamp - char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) - bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) - bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. - ImGuiPayload() { Clear(); } - void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } - bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } - bool IsPreview() const { return Preview; } - bool IsDelivery() const { return Delivery; } -}; - -// Sorting specification for one column of a table (sizeof == 12 bytes) -struct ImGuiTableColumnSortSpecs -{ - ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) - ImS16 ColumnIndex; // Index of the column - ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) - ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) - - ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - -// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) -// Obtained by calling TableGetSortSpecs(). -// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. -// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! -struct ImGuiTableSortSpecs -{ - const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. - int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. - bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. - - ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } }; //----------------------------------------------------------------------------- -// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) //----------------------------------------------------------------------------- // Helper: Unicode defines @@ -2317,60 +2442,60 @@ struct ImGuiTableSortSpecs #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif -// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame { - ImGuiOnceUponAFrame() { RefFrame = -1; } - mutable int RefFrame; - operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { - IMGUI_API ImGuiTextFilter(const char* default_filter = ""); - IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build - IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; - IMGUI_API void Build(); - void Clear() { InputBuf[0] = 0; Build(); } - bool IsActive() const { return !Filters.empty(); } - - // [Internal] - struct ImGuiTextRange - { - const char* b; - const char* e; - - ImGuiTextRange() { b = e = NULL; } - ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; - }; - char InputBuf[256]; - ImVectorFilters; - int CountGrep; + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') struct ImGuiTextBuffer { - ImVector Buf; - IMGUI_API static char EmptyString[1]; + ImVector Buf; + IMGUI_API static char EmptyString[1]; - ImGuiTextBuffer() {} - inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } - const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } - const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator - int size() const { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() const { return Buf.Size <= 1; } - void clear() { Buf.clear(); } - void reserve(int capacity) { Buf.reserve(capacity); } - const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } - IMGUI_API void append(const char* str, const char* str_end = NULL); - IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); - IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); }; // Helper: Key->Value storage @@ -2383,49 +2508,48 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - // [Internal] - struct ImGuiStoragePair - { - ImGuiID key; - union { int val_i; float val_f; void* val_p; }; - ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } - }; - - ImVector Data; - - // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) - // - Set***() functions find pair, insertion on demand if missing. - // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. - void Clear() { Data.clear(); } - IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; - IMGUI_API void SetInt(ImGuiID key, int val); - IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; - IMGUI_API void SetBool(ImGuiID key, bool val); - IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; - IMGUI_API void SetFloat(ImGuiID key, float val); - IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL - IMGUI_API void SetVoidPtr(ImGuiID key, void* val); - - // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. - // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. - // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) - // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; - IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); - IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); - IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); - IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); - - // Use on your own storage if you know only integer are being stored (open/close all tree nodes) - IMGUI_API void SetAllInt(int val); - - // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. - IMGUI_API void BuildSortByKey(); + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); }; // Helper: Manually clip large list of items. -// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse // clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally @@ -2446,30 +2570,67 @@ struct ImGuiStorage // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - int DisplayStart; // First item to display, updated by each call to Step() - int DisplayEnd; // End of items to display (exclusive) - int ItemsCount; // [Internal] Number of items - float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it - float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed - void* TempData; // [Internal] Internal data - - // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) - // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). - IMGUI_API ImGuiListClipper(); - IMGUI_API ~ImGuiListClipper(); - IMGUI_API void Begin(int items_count, float items_height = -1.0f); - IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. - - // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. - IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif }; +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + // Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -2483,6 +2644,7 @@ struct ImGuiListClipper #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif +#endif #define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } - ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } - ImColor(const ImVec4& col) { Value = col; } - inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } - inline operator ImVec4() const { return Value; } + constexpr ImColor() { } + constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { } + constexpr ImColor(const ImVec4& col) : Value(col) {} + constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {} + constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } - // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. - inline void SetHSV(float h, float s, float v, float a = 1.0f) { ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; //----------------------------------------------------------------------------- @@ -2532,9 +2694,9 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Special Draw callback value to request renderer backend to reset the graphics/render state. // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. -// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. -// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). -#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // Typically, 1 command = 1 GPU draw call (unless command is a callback) // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, @@ -2543,32 +2705,32 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { - ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. - unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. - ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. - void* UserCallbackData; // 4-8 // The draw callback code can access this. + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. - ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed - // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) - inline ImTextureID GetTexID() const { return TextureId; } + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { - ImVec2 pos; - ImVec2 uv; - ImU32 col; + ImVec2 pos; + ImVec2 uv; + ImU32 col; }; #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif @@ -2576,16 +2738,16 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; // [Internal] For use by ImDrawList struct ImDrawCmdHeader { - ImVec4 ClipRect; - ImTextureID TextureId; - unsigned int VtxOffset; + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; }; // [Internal] For use by ImDrawListSplitter struct ImDrawChannel { - ImVector _CmdBuffer; - ImVector _IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; }; @@ -2593,48 +2755,48 @@ struct ImDrawChannel // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { - int _Current; // Current channel number (0) - int _Count; // Number of active channels (1+) - ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) - inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } - inline ~ImDrawListSplitter() { ClearFreeMemory(); } - inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame - IMGUI_API void ClearFreeMemory(); - IMGUI_API void Split(ImDrawList* draw_list, int count); - IMGUI_API void Merge(ImDrawList* draw_list); - IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; // Flags for ImDrawList functions // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) enum ImDrawFlags_ { - ImDrawFlags_None = 0, - ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) - ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. - ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. - ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. - ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. - ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! - ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, - ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, - ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, - ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, - ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, - ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. - ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, }; // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { - ImDrawListFlags_None = 0, - ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. - ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). - ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list @@ -2648,125 +2810,129 @@ enum ImDrawListFlags_ // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { - // This is what you have to render - ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. - ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those - ImVector VtxBuffer; // Vertex buffer. - ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. - - // [Internal, used while building lists] - unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. - const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) - const char* _OwnerName; // Pointer to owner window's name for debugging - ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) - ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) - ImVector _ClipRectStack; // [Internal] - ImVector _TextureIdStack; // [Internal] - ImVector _Path; // [Internal] current path building - ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). - ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) - float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content - - // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } - - ~ImDrawList() { _ClearFreeMemory(); } - IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) - IMGUI_API void PushClipRectFullScreen(); - IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(ImTextureID texture_id); - IMGUI_API void PopTextureID(); - inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } - inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } - - // Primitives - // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. - // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). - // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. - // In future versions we will use textures to provide cheaper and higher-quality circles. - // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. - IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); - IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); - IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); - IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); - IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) - IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) - - // Image primitives - // - Read FAQ to understand what ImTextureID is. - // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. - // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); - - // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - inline void PathClear() { _Path.Size = 0; } - inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); - IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) - IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); - - // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. - IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible - IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. - - // Advanced: Channels - // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) - // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! - // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. - // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. - inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } - inline void ChannelsMerge() { _Splitter.Merge(this); } - inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } - - // Advanced: Primitives allocations - // - We render triangles (three vertices) - // - All primitives needs to be reserved via PrimReserve() beforehand. - IMGUI_API void PrimReserve(int idx_count, int vtx_count); - IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); - IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) - IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); - IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); - inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } - inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } - inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) - inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) -#endif - - // [Internal helpers] - IMGUI_API void _ResetForNewFrame(); - IMGUI_API void _ClearFreeMemory(); - IMGUI_API void _PopUnusedDrawCmd(); - IMGUI_API void _TryMergeDrawCmds(); - IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); - IMGUI_API void _OnChangedVtxOffset(); - IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; - IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); - IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame @@ -2774,21 +2940,22 @@ struct ImDrawList // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { - bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render - int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size - int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. - ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) - ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. - ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). - // Functions - ImDrawData() { Clear(); } - void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! - IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- @@ -2797,79 +2964,80 @@ struct ImDrawData struct ImFontConfig { - void* FontData; // // TTF/OTF data - int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). - int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. - float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font - float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs - bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. - float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. - ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. - - // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont* DstFont; - - IMGUI_API ImFontConfig(); + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) - unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. - unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates }; // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } - inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - inline void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext - IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) - float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset - ImFont* Font; // Input // For custom font glyphs only: target font - ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } }; // Flags for ImFontAtlas build enum ImFontAtlasFlags_ { - ImFontAtlasFlags_None = 0, - ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two - ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2888,157 +3056,162 @@ enum ImFontAtlasFlags_ // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. -// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! struct ImFontAtlas { - IMGUI_API ImFontAtlas(); - IMGUI_API ~ImFontAtlas(); - IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); - IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); - IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); - IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. - IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. - IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. - IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. - IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. - IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). - IMGUI_API void Clear(); // Clear all input and output. - - // Build atlas, retrieve pixel data. - // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). - // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into - // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. - IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. - IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel - IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... - void SetTexID(ImTextureID id) { TexID = id; } - - //------------------------------------------- - // Glyph Ranges - //------------------------------------------- - - // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) - // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. - // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. - IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin - IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters - IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs - IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs - IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese - IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters - IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters - - //------------------------------------------- - // [BETA] Custom Rectangles/Glyphs API - //------------------------------------------- - - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // - After calling Build(), you can query the rectangle position and render your pixels. - // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. - // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. - // - Read docs/FONTS.md for more details about using colorful icons. - // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); - ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } - - // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); - - //------------------------------------------- - // Members - //------------------------------------------- - - ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. - - // [Internal] - // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. - bool TexReady; // Set when texture was built matching current font input - bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. - unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight - unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - int TexHeight; // Texture height calculated during Build(). - ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) - ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel - ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Configuration data - ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines - - // [Internal] Font builder - const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). - unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. - - // [Internal] Packing data - int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors - int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines - - // [Obsolete] - //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { - // Members: Hot ~20/24 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). - float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) - - // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) - ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. - ImVector Glyphs; // 12-16 // out // // All glyphs. - const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - - // Members: Cold ~32/40 bytes - ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into - const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData - short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. - ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) - bool DirtyLookupTables; // 1 // out // - float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX + 1) / 4096 / 8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. - - // Methods - IMGUI_API ImFont(); - IMGUI_API ~ImFont(); - IMGUI_API const ImFontGlyph* FindGlyph(ImWchar c) const; - IMGUI_API const ImFontGlyph* FindGlyphNoFallback(ImWchar c) const; - float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } - bool IsLoaded() const { return ContainerAtlas != NULL; } - const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } - - // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. - // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. - IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 - IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; - - // [Internal] Don't use! - IMGUI_API void BuildLookupTable(); - IMGUI_API void ClearOutputData(); - IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); - IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. - IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. + short EllipsisCharCount; // 1 // out // 1 or 3 + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; //----------------------------------------------------------------------------- @@ -3048,20 +3221,23 @@ struct ImFont // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. enum ImGuiViewportFlags_ { - ImGuiViewportFlags_None = 0, - ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window - ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) - ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) - ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) - ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. - ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. - ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). - ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. - ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). - ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -3073,35 +3249,36 @@ enum ImGuiViewportFlags_ // - Windows are generally trying to stay within the Work Area of their host viewport. struct ImGuiViewport { - ImGuiID ID; // Unique identifier for the viewport - ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ - ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) - ImVec2 Size; // Main Area: Size of the viewport. - ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) - ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) - float DpiScale; // 1.0f = 96 DPI = No extra scale. - ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. - ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). - - // Platform/Backend Dependent Data - // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. - // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled - // by the same system and you may not need to use all the UserData/Handle fields. - // The library never uses those fields, they are merely storage to facilitate backend implementation. - void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. - void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) - bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) - bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) - bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) - - ImGuiViewport() { memset(this, 0, sizeof(*this)); } - ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } - - // Helpers - ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } - ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } }; //----------------------------------------------------------------------------- @@ -3156,83 +3333,84 @@ struct ImGuiViewport // (Optional) Access via ImGui::GetPlatformIO() struct ImGuiPlatformIO { - //------------------------------------------------------------------ - // Input - Backend interface/functions + Monitor List - //------------------------------------------------------------------ - - // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) - // For reference, the second column shows which function are generally calling the Platform Functions: - // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) - // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame - // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows - // R = ImGui::RenderPlatformWindowsDefault() ~ render - // D = ImGui::DestroyPlatformWindows() ~ shutdown - // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. - // - // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. - // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. - // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. - - // Platform function --------------------------------------------------- Called by ----- - void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport - void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // - void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window - void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) - ImVec2(*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // - void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) - ImVec2(*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size - void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus - bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // - bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily - void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) - void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) - void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. - void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. - void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. - int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). - - // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) - void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) - void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) - void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) - void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - - // (Optional) Monitor list - // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. - // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. - ImVector Monitors; - - //------------------------------------------------------------------ - // Output - List of viewports to render into platform windows - //------------------------------------------------------------------ - - // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) - // (in the future we will attempt to organize this feature to remove the need for a "main viewport") - ImVector Viewports; // Main viewports, followed by all secondary viewports. - ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear + //------------------------------------------------------------------ + // Input - Backend interface/functions + Monitor List + //------------------------------------------------------------------ + + // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + // + // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. + // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. + // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform function --------------------------------------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { - ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) - ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. - float DpiScale; // 1.0f = 96 DPI - ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } }; // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. struct ImGuiPlatformImeData { - bool WantVisible; // A widget wants the IME to be visible - ImVec2 InputPos; // Position of the input cursor - float InputLineHeight; // Line height + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height - ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -3244,77 +3422,124 @@ struct ImGuiPlatformImeData namespace ImGui { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] #else - static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } + static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } #endif } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.86 (from November 2021) - IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. - // OBSOLETED in 1.85 (from August 2021) - static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } - // OBSOLETED in 1.81 (from February 2021) - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items - static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } - static inline void ListBoxFooter() { EndListBox(); } - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - - // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) - //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) - //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) - //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) - //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) - //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) - //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) - //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) - //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) - //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); } + static inline void PopAllowKeyboardFocus() { PopTabStop(); } + // OBSOLETED in 1.89 (from August 2022) + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) + // OBSOLETED in 1.88 (from May 2022) + static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } -// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() -typedef ImDrawFlags ImDrawCornerFlags; -enum ImDrawCornerFlags_ -{ - ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit - ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). - ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. - ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. - ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. - ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight -}; +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. +enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) +#define IMGUI_DISABLE_DEBUG_TOOLS +#endif +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + //----------------------------------------------------------------------------- #if defined(__clang__) @@ -3327,9 +3552,18 @@ enum ImDrawCornerFlags_ #pragma warning (pop) #endif -// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. #ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else #include "imgui_user.h" #endif +#endif + +//VOLT_SOURCE_MODIFICATION_BEGIN: This was removed from the original imgui.h file, adds the things like ImGui::Spring() +#include "imgui_stacklayout.h" +//VOLT_SOURCE_MODIFICATION_END #endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imgui_bezier.h b/Volt/Volt/vendor/imgui/imgui_bezier.h index eb9eaea06..c93d8a226 100644 --- a/Volt/Volt/vendor/imgui/imgui_bezier.h +++ b/Volt/Volt/vendor/imgui/imgui_bezier.h @@ -154,7 +154,7 @@ namespace ImGui return false; // header and spacing - int changed = SliderFloat4("##sf", P, 0, 1, "%.3f", 1.0f); + int changed = SliderFloat4("##sf", P, 0, 1, "%.3f"); int hovered = IsItemActive() || IsItemHovered(); // IsItemDragged() ? Dummy(ImVec2(0, 3)); @@ -169,7 +169,7 @@ namespace ImGui return changed; const ImGuiID id = Window->GetID(label); - hovered |= 0 != ItemHoverable(ImRect(bb.Min, bb.Min + ImVec2(avail, dim)), id); + hovered |= 0 != ItemHoverable(ImRect(bb.Min, bb.Min + ImVec2(avail, dim)), id, GImGui->LastItemData.InFlags); RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg, 1), true, Style.FrameRounding); diff --git a/Volt/Volt/vendor/imgui/imgui_demo.cpp b/Volt/Volt/vendor/imgui/imgui_demo.cpp index 66932c82a..cf8c9a33d 100644 --- a/Volt/Volt/vendor/imgui/imgui_demo.cpp +++ b/Volt/Volt/vendor/imgui/imgui_demo.cpp @@ -1,18 +1,24 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (demo code) // Help: -// - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Read FAQ at http://dearimgui.com/faq // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // Read imgui.cpp for more details, documentation and comments. // Get the latest version at https://github.com/ocornut/imgui +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- // Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: -// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other -// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available -// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone -// in your team, likely leading you to poorer usage of the library. +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be // linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. @@ -20,41 +26,53 @@ // Thank you, // -Your beloved friend, imgui_demo.cpp (which you won't delete) -// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: -// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, -// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to -// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller -// in size. It also happens to be a convenient way of storing simple UI related information as long as your function -// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, -// but most of the real data you would be editing is likely going to be stored outside your functions. - +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- // The Demo code in this file is designed to be easy to copy-and-paste into your application! // Because of this: // - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. // - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. // - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided -// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional // and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. /* Index of this file: -// [SECTION] Forward Declarations, Helpers +// [SECTION] Forward Declarations +// [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() +// - ShowDemoWindow() // - sub section: ShowDemoWindowWidgets() // - sub section: ShowDemoWindowLayout() // - sub section: ShowDemoWindowPopups() // - sub section: ShowDemoWindowTables() -// - sub section: ShowDemoWindowMisc() +// - sub section: ShowDemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Log / ShowExampleAppLog() @@ -85,17 +103,16 @@ Index of this file: #include // sqrtf, powf, cosf, sinf, floorf, ceilf #include // vsnprintf, sscanf, printf #include // NULL, malloc, free, atoi -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #endif // Clang/GCC warnings with -Weverything @@ -138,14 +155,13 @@ Index of this file: #define vsnprintf _vsnprintf #endif -// Format specifiers, printing 64-bit hasn't been decently standardized... -// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. -#ifdef _MSC_VER -#define IM_PRId64 "I64d" -#define IM_PRIu64 "I64u" -#else -#define IM_PRId64 "lld" -#define IM_PRIu64 "llu" +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" #endif // Helpers macros @@ -172,5925 +188,6160 @@ Index of this file: #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations -static void ShowExampleAppDockSpace(bool* p_open); -static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); static void ShowExampleAppPropertyEditor(bool* p_open); -static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); -static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); -static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + // Helper to display a little (?) mark which shows a tooltip when hovered. // In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) static void HelpMarker(const char* desc) { - ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); - ImGui::TextUnformatted(desc); - ImGui::PopTextWrapPos(); - ImGui::EndTooltip(); - } + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } } static void ShowDockingDisabledMessage() { - ImGuiIO& io = ImGui::GetIO(); - ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); - ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); - ImGui::SameLine(0.0f, 0.0f); - if (ImGui::SmallButton("click here")) - io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } -// Helper to wire demo markers located in code to a interactive browser +// Helper to wire demo markers located in code to an interactive browser typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); -extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; -extern void* GImGuiDemoMarkerCallbackUserData; -ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; -void* GImGuiDemoMarkerCallbackUserData = NULL; +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; #define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) -// Helper to display basic user controls. -void ImGui::ShowUserGuide() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText( - "Click and drag on lower corner to resize window\n" - "(double-click to auto fit window to its contents)."); - ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - ImGui::BulletText("CTRL+Tab to select a window."); - if (io.FontAllowUserScaling) - ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("While inputing text:\n"); - ImGui::Indent(); - ImGui::BulletText("CTRL+Left/Right to word jump."); - ImGui::BulletText("CTRL+A or double-click to select all."); - ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); - ImGui::BulletText("ESCAPE to revert."); - ImGui::Unindent(); - ImGui::BulletText("With keyboard navigation enabled:"); - ImGui::Indent(); - ImGui::BulletText("Arrow keys to navigate."); - ImGui::BulletText("Space to activate a widget."); - ImGui::BulletText("Return to input text into a widget."); - ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); - ImGui::BulletText("Alt to jump to the menu layer of a window."); - ImGui::Unindent(); -} - //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindow() // - ShowDemoWindowWidgets() // - ShowDemoWindowLayout() // - ShowDemoWindowPopups() // - ShowDemoWindowTables() // - ShowDemoWindowColumns() -// - ShowDemoWindowMisc() +// - ShowDemoWindowInputs() //----------------------------------------------------------------------------- -// We split the contents of the big ShowDemoWindow() function into smaller functions -// (because the link time of very large functions grow non-linearly) -static void ShowDemoWindowWidgets(); -static void ShowDemoWindowLayout(); -static void ShowDemoWindowPopups(); -static void ShowDemoWindowTables(); -static void ShowDemoWindowColumns(); -static void ShowDemoWindowMisc(); - // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. // You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { - // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup - // Most ImGui functions would normally just crash if the context is missing. - IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); - - // Examples Apps (accessible from the "Examples" menu) - static bool show_app_main_menu_bar = false; - static bool show_app_dockspace = false; - static bool show_app_documents = false; - - static bool show_app_console = false; - static bool show_app_log = false; - static bool show_app_layout = false; - static bool show_app_property_editor = false; - static bool show_app_long_text = false; - static bool show_app_auto_resize = false; - static bool show_app_constrained_resize = false; - static bool show_app_simple_overlay = false; - static bool show_app_fullscreen = false; - static bool show_app_window_titles = false; - static bool show_app_custom_rendering = false; - - if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); - if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() - - if (show_app_console) ShowExampleAppConsole(&show_app_console); - if (show_app_log) ShowExampleAppLog(&show_app_log); - if (show_app_layout) ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); - if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); - if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); - if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); - if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - - // Dear ImGui Apps (accessible from the "Tools" menu) - static bool show_app_metrics = false; - static bool show_app_stack_tool = false; - static bool show_app_style_editor = false; - static bool show_app_about = false; - - if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } - if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); } - if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } - if (show_app_style_editor) - { - ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); - ImGui::ShowStyleEditor(); - ImGui::End(); - } - - // Demonstrate the various window flags. Typically you would just use the default! - static bool no_titlebar = false; - static bool no_scrollbar = false; - static bool no_menu = false; - static bool no_move = false; - static bool no_resize = false; - static bool no_collapse = false; - static bool no_close = false; - static bool no_nav = false; - static bool no_background = false; - static bool no_bring_to_front = false; - static bool no_docking = false; - static bool unsaved_document = false; - - ImGuiWindowFlags window_flags = 0; - if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; - if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; - if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; - if (no_move) window_flags |= ImGuiWindowFlags_NoMove; - if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; - if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; - if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; - if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; - if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; - if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; - if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; - if (no_close) p_open = NULL; // Don't pass our bool* to Begin - - // We specify a default position/size in case there's no data in the .ini file. - // We only do it to make the demo applications a little more welcoming, but typically this isn't required. - const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); - - // Main body of the Demo window starts here. - if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) - { - // Early out if the window is collapsed, as an optimization. - ImGui::End(); - return; - } - - // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. - - // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) - //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); - - // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. - ImGui::PushItemWidth(ImGui::GetFontSize() * -12); - - // Menu Bar - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - IMGUI_DEMO_MARKER("Menu/File"); - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Examples")) - { - IMGUI_DEMO_MARKER("Menu/Examples"); - ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); - ImGui::MenuItem("Console", NULL, &show_app_console); - ImGui::MenuItem("Log", NULL, &show_app_log); - ImGui::MenuItem("Simple layout", NULL, &show_app_layout); - ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); - ImGui::MenuItem("Long text display", NULL, &show_app_long_text); - ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); - ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); - ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); - ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); - ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); - ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); - ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); - ImGui::MenuItem("Documents", NULL, &show_app_documents); - ImGui::EndMenu(); - } - //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! - if (ImGui::BeginMenu("Tools")) - { - IMGUI_DEMO_MARKER("Menu/Tools"); -#ifndef IMGUI_DISABLE_METRICS_WINDOW - ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); - ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool); + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_main_menu_bar = false; + static bool show_app_console = false; + static bool show_app_custom_rendering = false; + static bool show_app_dockspace = false; + static bool show_app_documents = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_simple_overlay = false; + static bool show_app_auto_resize = false; + static bool show_app_constrained_resize = false; + static bool show_app_fullscreen = false; + static bool show_app_long_text = false; + static bool show_app_window_titles = false; + + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + + // Dear ImGui Tools (accessible from the "Tools" menu) + static bool show_tool_metrics = false; + static bool show_tool_debug_log = false; + static bool show_tool_id_stack_tool = false; + static bool show_tool_style_editor = false; + static bool show_tool_about = false; + + if (show_tool_metrics) + ImGui::ShowMetricsWindow(&show_tool_metrics); + if (show_tool_debug_log) + ImGui::ShowDebugLogWindow(&show_tool_debug_log); + if (show_tool_id_stack_tool) + ImGui::ShowIDStackToolWindow(&show_tool_id_stack_tool); + if (show_tool_style_editor) + { + ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + if (show_tool_about) + ImGui::ShowAboutWindow(&show_tool_about); + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); + // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + + // Menu Bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Console", NULL, &show_app_console); + ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); + ImGui::MenuItem("Documents", NULL, &show_app_documents); + ImGui::MenuItem("Log", NULL, &show_app_log); + ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); + ImGui::MenuItem("Simple layout", NULL, &show_app_layout); + ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); + ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); + ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); + ImGui::MenuItem("Long text display", NULL, &show_app_long_text); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; #endif - ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); - ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); - ImGui::Spacing(); - - IMGUI_DEMO_MARKER("Help"); - if (ImGui::CollapsingHeader("Help")) - { - ImGui::Text("ABOUT THIS DEMO:"); - ImGui::BulletText("Sections below are demonstrating many aspects of the library."); - ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); - ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" - "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); - ImGui::Separator(); - - ImGui::Text("PROGRAMMER GUIDE:"); - ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); - ImGui::BulletText("See comments in imgui.cpp."); - ImGui::BulletText("See example applications in the examples/ folder."); - ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); - ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); - ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); - ImGui::Separator(); - - ImGui::Text("USER GUIDE:"); - ImGui::ShowUserGuide(); - } - - IMGUI_DEMO_MARKER("Configuration"); - if (ImGui::CollapsingHeader("Configuration")) - { - ImGuiIO& io = ImGui::GetIO(); - - if (ImGui::TreeNode("Configuration##2")) - { - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); - ImGui::SameLine(); HelpMarker("Enable keyboard controls."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); - ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); - ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) - { - // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: - if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) - { - ImGui::SameLine(); - ImGui::Text("<>"); - } - if (ImGui::IsKeyPressed(ImGuiKey_Space)) - io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; - } - ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); - - ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); - ImGui::SameLine(); - if (io.ConfigDockingWithShift) - HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); - else - HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); - if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) - { - ImGui::Indent(); - ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); - ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); - ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); - ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); - ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); - ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); - ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); - ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); - ImGui::Unindent(); - } - - ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); - ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::Indent(); - ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); - ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); - ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); - ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); - ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); - ImGui::Unindent(); - } - - ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); - ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); - ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); - ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); - ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); - ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); - ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); - ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); - ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); - ImGui::Text("Also see Style->Rendering for rendering options."); - ImGui::TreePop(); - ImGui::Separator(); - } - - IMGUI_DEMO_MARKER("Configuration/Backend Flags"); - if (ImGui::TreeNode("Backend Flags")) - { - HelpMarker( - "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" - "Here we expose them as read-only fields to avoid breaking interactions with your backend."); - - // Make a local copy to avoid modifying actual backend flags. - // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. - ImGuiBackendFlags backend_flags = io.BackendFlags; - ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); - ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, ImGuiBackendFlags_PlatformHasViewports); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", &backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, ImGuiBackendFlags_RendererHasViewports); - ImGui::TreePop(); - ImGui::Separator(); - } - - IMGUI_DEMO_MARKER("Configuration/Style"); - if (ImGui::TreeNode("Style")) - { - HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); - ImGui::ShowStyleEditor(); - ImGui::TreePop(); - ImGui::Separator(); - } - - IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); - if (ImGui::TreeNode("Capture/Logging")) - { - HelpMarker( - "The logging API redirects all text output so you can easily capture the content of " - "a window or a block. Tree nodes can be automatically expanded.\n" - "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); - ImGui::LogButtons(); - - HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); - if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) - { - ImGui::LogToClipboard(); - ImGui::LogText("Hello, world!"); - ImGui::LogFinish(); - } - ImGui::TreePop(); - } - } - - IMGUI_DEMO_MARKER("Window options"); - if (ImGui::CollapsingHeader("Window options")) - { - if (ImGui::BeginTable("split", 3)) - { - ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); - ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); - ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); - ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); - ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); - ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); - ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); - ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); - ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); - ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); - ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); - ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); - ImGui::EndTable(); - } - } - - // All demo contents - ShowDemoWindowWidgets(); - ShowDemoWindowLayout(); - ShowDemoWindowPopups(); - ShowDemoWindowTables(); - ShowDemoWindowMisc(); - - // End of ShowDemoWindow() - ImGui::PopItemWidth(); - ImGui::End(); + ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools); + ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools); + ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); + ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + if (ImGui::IsKeyPressed(ImGuiKey_Space)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::Text("Also see Style->Rendering for rendering options."); + + ImGui::SeparatorText("Debug"); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // . + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover"); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::ShowStyleEditor(); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); } static void ShowDemoWindowWidgets() { - IMGUI_DEMO_MARKER("Widgets"); - if (!ImGui::CollapsingHeader("Widgets")) - return; - - static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom - if (disable_all) - ImGui::BeginDisabled(); - - IMGUI_DEMO_MARKER("Widgets/Basic"); - if (ImGui::TreeNode("Basic")) - { - IMGUI_DEMO_MARKER("Widgets/Basic/Button"); - static int clicked = 0; - if (ImGui::Button("Button")) - clicked++; - if (clicked & 1) - { - ImGui::SameLine(); - ImGui::Text("Thanks for clicking me!"); - } - - IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); - static bool check = true; - ImGui::Checkbox("checkbox", &check); - - IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); - static int e = 0; - ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); - ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); - ImGui::RadioButton("radio c", &e, 2); - - // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. - IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); - for (int i = 0; i < 7; i++) - { - if (i > 0) - ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); - ImGui::Button("Click"); - ImGui::PopStyleColor(3); - ImGui::PopID(); - } - - // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements - // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) - // See 'Demo->Layout->Text Baseline Alignment' for details. - ImGui::AlignTextToFramePadding(); - ImGui::Text("Hold to repeat:"); - ImGui::SameLine(); - - // Arrow buttons with Repeater - IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); - static int counter = 0; - float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::PushButtonRepeat(true); - if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } - ImGui::SameLine(0.0f, spacing); - if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } - ImGui::PopButtonRepeat(); - ImGui::SameLine(); - ImGui::Text("%d", counter); - - IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); - ImGui::Text("Hover over me"); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("I am a tooltip"); - - ImGui::SameLine(); - ImGui::Text("- or me"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::EndTooltip(); - } - - ImGui::Separator(); - ImGui::LabelText("label", "Value"); - - { - // Using the _simplified_ one-liner Combo() api here - // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. - IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; - static int item_current = 0; - ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); HelpMarker( - "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); - } - - { - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. - IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); - static char str0[128] = "Hello, world!"; - ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); - ImGui::SameLine(); HelpMarker( - "USER:\n" - "Hold SHIFT or use mouse to select text.\n" - "CTRL+Left/Right to word jump.\n" - "CTRL+A or double-click to select all.\n" - "CTRL+X,CTRL+C,CTRL+V clipboard.\n" - "CTRL+Z,CTRL+Y undo/redo.\n" - "ESCAPE to revert.\n\n" - "PROGRAMMER:\n" - "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " - "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " - "in imgui_demo.cpp)."); - - static char str1[128] = ""; - ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); - - IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); - static int i0 = 123; - ImGui::InputInt("input int", &i0); - - static float f0 = 0.001f; - ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); - - static double d0 = 999999.00000001; - ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); - - static float f1 = 1.e10f; - ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); - ImGui::SameLine(); HelpMarker( - "You can input value using the scientific notation,\n" - " e.g. \"1e+8\" becomes \"100000000\"."); - - static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - ImGui::InputFloat3("input float3", vec4a); - } - - { - IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); - static int i1 = 50, i2 = 42; - ImGui::DragInt("drag int", &i1, 1); - ImGui::SameLine(); HelpMarker( - "Click and drag to edit value.\n" - "Hold SHIFT/ALT for faster/slower edit.\n" - "Double-click or CTRL+click to input value."); - - ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); - - static float f1 = 1.00f, f2 = 0.0067f; - ImGui::DragFloat("drag float", &f1, 0.005f); - ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); - } - - { - IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); - static int i1 = 0; - ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); HelpMarker("CTRL+click to input value."); - - static float f1 = 0.123f, f2 = 0.0f; - ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); - ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); - - IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); - static float angle = 0.0f; - ImGui::SliderAngle("slider angle", &angle); - - // Using the format string to display a name instead of an integer. - // Here we completely omit '%d' from the format string, so it'll only display a name. - // This technique can also be used with DragInt(). - IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); - enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; - static int elem = Element_Fire; - const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; - const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; - ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); - ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); - } - - { - IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); - static float col1[3] = { 1.0f, 0.0f, 0.2f }; - static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::SameLine(); HelpMarker( - "Click on the color square to open a color picker.\n" - "Click and hold to use drag and drop.\n" - "Right-click on the color square to show options.\n" - "CTRL+click on individual component to input value.\n"); - - ImGui::ColorEdit4("color 2", col2); - } - - { - // Using the _simplified_ one-liner ListBox() api here - // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. - IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); - const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; - static int item_current = 1; - ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); - ImGui::SameLine(); HelpMarker( - "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); - } - - ImGui::TreePop(); - } - - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); - - IMGUI_DEMO_MARKER("Widgets/Trees"); - if (ImGui::TreeNode("Trees")) - { - IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); - if (ImGui::TreeNode("Basic trees")) - { - for (int i = 0; i < 5; i++) - { - // Use SetNextItemOpen() so set the default state of a node to be open. We could - // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! - if (i == 0) - ImGui::SetNextItemOpen(true, ImGuiCond_Once); - - if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) - { - ImGui::Text("blah blah"); - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - ImGui::TreePop(); - } - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); - if (ImGui::TreeNode("Advanced, with Selectable nodes")) - { - HelpMarker( - "This is a more typical looking tree with selectable nodes.\n" - "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; - static bool align_label_with_current_x_position = false; - static bool test_drag_and_drop = false; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); - ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); - ImGui::Text("Hello!"); - if (align_label_with_current_x_position) - ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - - // 'selection_mask' is dumb representation of what may be user-side selection state. - // You may retain selection state inside or outside your objects in whatever format you see fit. - // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end - /// of the loop. May be a pointer to your own node type, etc. - static int selection_mask = (1 << 2); - int node_clicked = -1; - for (int i = 0; i < 6; i++) - { - // Disable the default "open on single-click behavior" + set Selected flag according to our selection. - // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. - ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)) != 0; - if (is_selected) - node_flags |= ImGuiTreeNodeFlags_Selected; - if (i < 3) - { - // Items 0..2 are Tree Node - bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - if (node_open) - { - ImGui::BulletText("Blah blah\nBlah Blah"); - ImGui::TreePop(); - } - } - else - { - // Items 3..5 are Tree Leaves - // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can - // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). - node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet - ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - } - } - if (node_clicked != -1) - { - // Update selection state - // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) - if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle - else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection - selection_mask = (1 << node_clicked); // Click to single-select - } - if (align_label_with_current_x_position) - ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); - if (ImGui::TreeNode("Collapsing Headers")) - { - static bool closable_group = true; - ImGui::Checkbox("Show 2nd header", &closable_group); - if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) - { - ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); - for (int i = 0; i < 5; i++) - ImGui::Text("Some content %d", i); - } - if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) - { - ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); - for (int i = 0; i < 5; i++) - ImGui::Text("More content %d", i); - } - /* - if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) - ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); - */ - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Bullets"); - if (ImGui::TreeNode("Bullets")) - { - ImGui::BulletText("Bullet point 1"); - ImGui::BulletText("Bullet point 2\nOn multiple lines"); - if (ImGui::TreeNode("Tree node")) - { - ImGui::BulletText("Another bullet point"); - ImGui::TreePop(); - } - ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); ImGui::SmallButton("Button"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text"); - if (ImGui::TreeNode("Text")) - { - IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); - if (ImGui::TreeNode("Colorful Text")) - { - // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); - ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); - if (ImGui::TreeNode("Word Wrapping")) - { - // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped( - "This text should automatically wrap on the edge of the window. The current implementation " - "for text wrapping follows simple rules suitable for English and possibly other languages."); - ImGui::Spacing(); - - static float wrap_width = 200.0f; - ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (int n = 0; n < 2; n++) - { - ImGui::Text("Test paragraph %d:", n); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); - ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - if (n == 0) - ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - else - ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); - - // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) - draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); - draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); - ImGui::PopTextWrapPos(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); - if (ImGui::TreeNode("UTF-8 Text")) - { - // UTF-8 test with Japanese characters - // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) - // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 - // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you - // can save your source files as 'UTF-8 without signature'). - // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 - // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. - // Don't do this in your application! Please use u8"text in any language" in your application! - // Note that characters values are preserved even by InputText() if the font cannot be displayed, - // so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped( - "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " - "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " - "Read docs/FONTS.md for details."); - ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. - ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); - static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis - ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Images"); - if (ImGui::TreeNode("Images")) - { - ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " - "Hover the texture for a zoomed view!"); - - // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer - // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: - // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers - // to ImGui::Image(), and gather width/height through your own functions, etc. - // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, - // it will help you debug issues if you are confused about it. - // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). - // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md - // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; - { - ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - float zoom = 4.0f; - if (region_x < 0.0f) { region_x = 0.0f; } - else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } - if (region_y < 0.0f) { region_y = 0.0f; } - else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } - ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); - ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); - ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); - ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); - ImGui::EndTooltip(); - } - } - - IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); - ImGui::TextWrapped("And now some textured buttons.."); - static int pressed_count = 0; - for (int i = 0; i < 8; i++) - { - ImGui::PushID(i); - int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) - pressed_count += 1; - ImGui::PopID(); - ImGui::SameLine(); - } - ImGui::NewLine(); - ImGui::Text("Pressed %d times.", pressed_count); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Combo"); - if (ImGui::TreeNode("Combo")) - { - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both - - // Using the generic BeginCombo() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. - const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) - if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndCombo(); - } - - // Simplified one-liner Combo() API, using values packed in a single constant string - // This is a convenience for when the selection set is small and known at compile-time. - static int item_current_2 = 0; - ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; - static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/List Boxes"); - if (ImGui::TreeNode("List boxes")) - { - // Using the generic BeginListBox() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. - if (ImGui::BeginListBox("listbox 1")) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - // Custom size: use all width, 5 items tall - ImGui::Text("Full-width:"); - if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables"); - if (ImGui::TreeNode("Selectables")) - { - // Selectable() has 2 overloads: - // - The one taking "bool selected" as a read-only selection information. - // When Selectable() has been clicked it returns true and you can alter selection state accordingly. - // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) - // The earlier is more flexible, as in real application your selection may be stored in many different ways - // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). - IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); - if (ImGui::TreeNode("Basic")) - { - static bool selection[5] = { false, true, false, false, false }; - ImGui::Selectable("1. I am selectable", &selection[0]); - ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Text("(I am not selectable)"); - ImGui::Selectable("4. I am selectable", &selection[3]); - if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) - if (ImGui::IsMouseDoubleClicked(0)) - selection[4] = !selection[4]; - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); - if (ImGui::TreeNode("Selection State: Single Selection")) - { - static int selected = -1; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selected == n)) - selected = n; - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); - if (ImGui::TreeNode("Selection State: Multiple Selection")) - { - HelpMarker("Hold CTRL and click to select multiple items."); - static bool selection[5] = { false, false, false, false, false }; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selection[n])) - { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held - memset(selection, 0, sizeof(selection)); - selection[n] ^= 1; - } - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); - if (ImGui::TreeNode("Rendering more text into the same line")) - { - // Using the Selectable() override that takes "bool* p_selected" parameter, - // this function toggle your bool value automatically. - static bool selected[3] = { false, false, false }; - ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); - ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); - ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); - if (ImGui::TreeNode("In columns")) - { - static bool selected[10] = {}; - - if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap - } - ImGui::EndTable(); - } - ImGui::Spacing(); - if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); - ImGui::TableNextColumn(); - ImGui::Text("Some other contents"); - ImGui::TableNextColumn(); - ImGui::Text("123456"); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); - if (ImGui::TreeNode("Grid")) - { - static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; - - // Add in a bit of silly fun... - const float time = (float)ImGui::GetTime(); - const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... - if (winning_state) - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); - - for (int y = 0; y < 4; y++) - for (int x = 0; x < 4; x++) - { - if (x > 0) - ImGui::SameLine(); - ImGui::PushID(y * 4 + x); - if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) - { - // Toggle clicked cell + toggle neighbors - selected[y][x] ^= 1; - if (x > 0) { selected[y][x - 1] ^= 1; } - if (x < 3) { selected[y][x + 1] ^= 1; } - if (y > 0) { selected[y - 1][x] ^= 1; } - if (y < 3) { selected[y + 1][x] ^= 1; } - } - ImGui::PopID(); - } - - if (winning_state) - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); - if (ImGui::TreeNode("Alignment")) - { - HelpMarker( - "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " - "basis using PushStyleVar(). You'll probably want to always keep your default situation to " - "left-align otherwise it becomes difficult to layout multiple items on a same line"); - static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; - for (int y = 0; y < 3; y++) - { - for (int x = 0; x < 3; x++) - { - ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); - char name[32]; - sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); - if (x > 0) ImGui::SameLine(); - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); - ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); - ImGui::PopStyleVar(); - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. - IMGUI_DEMO_MARKER("Widgets/Text Input"); - if (ImGui::TreeNode("Text Input")) - { - IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); - if (ImGui::TreeNode("Multi-line Text Input")) - { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static char text[1024 * 16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; - - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); - ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); - if (ImGui::TreeNode("Filtered Text Input")) - { - struct TextFilters - { - // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' - static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) - { - if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) - return 0; - return 1; - } - }; - - static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); - static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); - static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); - static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); - static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); - if (ImGui::TreeNode("Password Input")) - { - static char password[64] = "password123"; - ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Completion, History, Edit Callbacks")) - { - struct Funcs - { - static int MyCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) - { - data->InsertChars(data->CursorPos, ".."); - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) - { - if (data->EventKey == ImGuiKey_UpArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Up!"); - data->SelectAll(); - } - else if (data->EventKey == ImGuiKey_DownArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Down!"); - data->SelectAll(); - } - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) - { - // Toggle casing of first character - char c = data->Buf[0]; - if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; - data->BufDirty = true; - - // Increment a counter - int* p_int = (int*)data->UserData; - *p_int = *p_int + 1; - } - return 0; - } - }; - static char buf1[64]; - ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf2[64]; - ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf3[64]; - static int edit_count = 0; - ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); - ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); - ImGui::SameLine(); ImGui::Text("(%d)", edit_count); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); - if (ImGui::TreeNode("Resize Callback")) - { - // To wire InputText() with std::string or any other custom string type, - // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper - // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. - HelpMarker( - "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" - "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); - struct Funcs - { - static int MyResizeCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) - { - ImVector* my_str = (ImVector*)data->UserData; - IM_ASSERT(my_str->begin() == data->Buf); - my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 - data->Buf = my_str->begin(); - } - return 0; - } - - // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. - // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' - static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) - { - IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); - } - }; - - // For this demo we are using ImVector as a string container. - // Note that because we need to store a terminating zero character, our size/capacity are 1 more - // than usually reported by a typical string class. - static ImVector my_str; - if (my_str.empty()) - my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); - ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - // Tabs - IMGUI_DEMO_MARKER("Widgets/Tabs"); - if (ImGui::TreeNode("Tabs")) - { - IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); - if (ImGui::TreeNode("Basic")) - { - ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - if (ImGui::BeginTabItem("Avocado")) - { - ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Broccoli")) - { - ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Cucumber")) - { - ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); - if (ImGui::TreeNode("Advanced & Close Button")) - { - // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; - ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); - if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) - tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - // Tab Bar - const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; - static bool opened[4] = { true, true, true, true }; // Persistent user state - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - { - if (n > 0) { ImGui::SameLine(); } - ImGui::Checkbox(names[n], &opened[n]); - } - - // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): - // the underlying bool will be set to false when the tab is closed. - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", names[n]); - if (n & 1) - ImGui::Text("I am an odd tab."); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); - if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) - { - static ImVector active_tabs; - static int next_tab_id = 0; - if (next_tab_id == 0) // Initialize with some default tabs - for (int i = 0; i < 3; i++) - active_tabs.push_back(next_tab_id++); - - // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. - // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... - // but they tend to make more sense together) - static bool show_leading_button = true; - static bool show_trailing_button = true; - ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); - ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); - - // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - // Demo a Leading TabItemButton(): click the "?" button to open a menu - if (show_leading_button) - if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) - ImGui::OpenPopup("MyHelpMenu"); - if (ImGui::BeginPopup("MyHelpMenu")) - { - ImGui::Selectable("Hello!"); - ImGui::EndPopup(); - } - - // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") - // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. - if (show_trailing_button) - if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) - active_tabs.push_back(next_tab_id++); // Add new tab - - // Submit our regular tabs - for (int n = 0; n < active_tabs.Size; ) - { - bool open = true; - char name[16]; - snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); - if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", name); - ImGui::EndTabItem(); - } - - if (!open) - active_tabs.erase(active_tabs.Data + n); - else - n++; - } - - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // Plot/Graph widgets are not very good. - // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot - // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) - IMGUI_DEMO_MARKER("Widgets/Plotting"); - if (ImGui::TreeNode("Plotting")) - { - static bool animate = true; - ImGui::Checkbox("Animate", &animate); - - // Plot as lines and plot as histogram - IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); - - // Fill an array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float - // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); - phase += 0.10f * values_offset; - refresh_time += 1.0f / 60.0f; - } - - // Plots can display overlay texts - // (in this example, we will display an average value) - { - float average = 0.0f; - for (int n = 0; n < IM_ARRAYSIZE(values); n++) - average += values[n]; - average /= (float)IM_ARRAYSIZE(values); - char overlay[32]; - sprintf(overlay, "avg %f", average); - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); - } - - // Use functions to generate output - // FIXME: This is rather awkward because current plot API only pass in indices. - // We probably want an API passing floats and user provide sample rate/count. - struct Funcs - { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } - }; - static int func_type = 0, display_count = 70; - ImGui::Separator(); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::Combo("func", &func_type, "Sin\0Saw\0"); - ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::Separator(); - - // Animate a simple progress bar - IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); - static float progress = 0.0f, progress_dir = 1.0f; - if (animate) - { - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } - } - - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, - // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Color"); - if (ImGui::TreeNode("Color/Picker Widgets")) - { - static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); - - static bool alpha_preview = true; - static bool alpha_half_preview = false; - static bool drag_and_drop = true; - static bool options_menu = true; - static bool hdr = false; - ImGui::Checkbox("With Alpha Preview", &alpha_preview); - ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); - ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); - ImGui::Text("Color widget:"); - ImGui::SameLine(); HelpMarker( - "Click on the color square to open a color picker.\n" - "CTRL+click on individual component to input value.\n"); - ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); - ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); - ImGui::Text("Color widget with Float Display:"); - ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); - ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); HelpMarker( - "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" - "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " - "be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); - ImGui::Text("Color button with Custom Picker Popup:"); - - // Generate a default palette. The palette will persist and can be edited. - static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = {}; - if (saved_palette_init) - { - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, - saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); - saved_palette[n].w = 1.0f; // Alpha - } - saved_palette_init = false; - } - - static ImVec4 backup_color; - bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); - open_popup |= ImGui::Button("Palette"); - if (open_popup) - { - ImGui::OpenPopup("mypicker"); - backup_color = color; - } - if (ImGui::BeginPopup("mypicker")) - { - ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); - ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); - ImGui::SameLine(); - - ImGui::BeginGroup(); // Lock X position - ImGui::Text("Current"); - ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); - ImGui::Text("Previous"); - if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) - color = backup_color; - ImGui::Separator(); - ImGui::Text("Palette"); - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::PushID(n); - if ((n % 8) != 0) - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - - ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; - if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) - color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! - - // Allow user to drop colors into each palette entry. Note that ColorButton() is already a - // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); - ImGui::EndDragDropTarget(); - } - - ImGui::PopID(); - } - ImGui::EndGroup(); - ImGui::EndPopup(); - } - - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); - ImGui::Text("Color button only:"); - static bool no_border = false; - ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); - ImGui::Text("Color picker:"); - static bool alpha = true; - static bool alpha_bar = true; - static bool side_preview = true; - static bool ref_color = false; - static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); - static int display_mode = 0; - static int picker_mode = 0; - ImGui::Checkbox("With Alpha", &alpha); - ImGui::Checkbox("With Alpha Bar", &alpha_bar); - ImGui::Checkbox("With Side Preview", &side_preview); - if (side_preview) - { - ImGui::SameLine(); - ImGui::Checkbox("With Ref Color", &ref_color); - if (ref_color) - { - ImGui::SameLine(); - ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); - } - } - ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); - ImGui::SameLine(); HelpMarker( - "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " - "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " - "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); - ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); - ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays - if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode - if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; - if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; - ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); - - ImGui::Text("Set defaults in code:"); - ImGui::SameLine(); HelpMarker( - "SetColorEditOptions() is designed to allow you to set boot-time default.\n" - "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," - "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" - "encouraging you to persistently save values that aren't forward-compatible."); - if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); - if (ImGui::Button("Default: Float + HDR + Hue Wheel")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - - // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) - static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! - ImGui::Spacing(); - ImGui::Text("HSV encoded colors"); - ImGui::SameLine(); HelpMarker( - "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" - "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" - "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); - ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); - if (ImGui::TreeNode("Drag/Slider Flags")) - { - // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! - static ImGuiSliderFlags flags = ImGuiSliderFlags_None; - ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); - ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); - - // Drags - static float drag_f = 0.5f; - static int drag_i = 50; - ImGui::Text("Underlying float value: %f", drag_f); - ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); - ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); - - // Sliders - static float slider_f = 0.5f; - static int slider_i = 50; - ImGui::Text("Underlying float value: %f", slider_f); - ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); - ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Range Widgets"); - if (ImGui::TreeNode("Range Widgets")) - { - static float begin = 10, end = 90; - static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); - ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Data Types"); - if (ImGui::TreeNode("Data Types")) - { - // DragScalar/InputScalar/SliderScalar functions allow various data types - // - signed/unsigned - // - 8/16/32/64-bits - // - integer/float/double - // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum - // to pass the type, and passing all arguments by pointer. - // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. - // In practice, if you frequently use a given type that is not covered by the normal API entry points, - // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, - // and then pass their address to the generic function. For example: - // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") - // { - // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); - // } - - // Setup limits (as helper variables so we can take their address, as explained above) - // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. -#ifndef LLONG_MIN - ImS64 LLONG_MIN = -9223372036854775807LL - 1; - ImS64 LLONG_MAX = 9223372036854775807LL; - ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); -#endif - const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; - const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; - const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; - const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; - const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN / 2, s32_max = INT_MAX / 2, s32_hi_a = INT_MAX / 2 - 100, s32_hi_b = INT_MAX / 2; - const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX / 2, u32_hi_a = UINT_MAX / 2 - 100, u32_hi_b = UINT_MAX / 2; - const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN / 2, s64_max = LLONG_MAX / 2, s64_hi_a = LLONG_MAX / 2 - 100, s64_hi_b = LLONG_MAX / 2; - const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX / 2, u64_hi_a = ULLONG_MAX / 2 - 100, u64_hi_b = ULLONG_MAX / 2; - const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; - const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; - - // State - static char s8_v = 127; - static ImU8 u8_v = 255; - static short s16_v = 32767; - static ImU16 u16_v = 65535; - static ImS32 s32_v = -1; - static ImU32 u32_v = (ImU32)-1; - static ImS64 s64_v = -1; - static ImU64 u64_v = (ImU64)-1; - static float f32_v = 0.123f; - static double f64_v = 90000.01234567890123456789; - - const float drag_speed = 0.2f; - static bool drag_clamp = false; - IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); - ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); - ImGui::SameLine(); HelpMarker( - "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" - "You can override the clamping limits by using CTRL+Click to input a value."); - ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); - ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); - ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); - ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); - ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); - ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); - ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); - ImGui::DragScalar("drag double log", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); - - IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); - ImGui::Text("Sliders"); - ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); - ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); - ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); - ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty, "%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty, "%" IM_PRId64); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); - ImGui::SliderScalar("slider double low log", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); - - ImGui::Text("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); - ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); - ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); - - IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); - static bool inputs_step = true; - ImGui::Text("Inputs"); - ImGui::Checkbox("Show step buttons", &inputs_step); - ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); - ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); - ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); - ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); - ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); - ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); - if (ImGui::TreeNode("Multi-component Widgets")) - { - static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - static int ivec4[4] = { 1, 5, 100, 255 }; - - ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); - ImGui::InputInt2("input int2", ivec4); - ImGui::DragInt2("drag int2", ivec4, 1, 0, 255); - ImGui::SliderInt2("slider int2", ivec4, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); - ImGui::InputInt3("input int3", ivec4); - ImGui::DragInt3("drag int3", ivec4, 1, 0, 255); - ImGui::SliderInt3("slider int3", ivec4, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); - ImGui::InputInt4("input int4", ivec4); - ImGui::DragInt4("drag int4", ivec4, 1, 0, 255); - ImGui::SliderInt4("slider int4", ivec4, 0, 255); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); - if (ImGui::TreeNode("Vertical Sliders")) - { - const float spacing = 4; - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); - - static int int_value = 0; - ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); - ImGui::SameLine(); - - static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; - ImGui::PushID("set1"); - for (int i = 0; i < 7; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values[i]); - ImGui::PopStyleColor(4); - ImGui::PopID(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set2"); - static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; - const int rows = 3; - const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); - for (int nx = 0; nx < 4; nx++) - { - if (nx > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - for (int ny = 0; ny < rows; ny++) - { - ImGui::PushID(nx * rows + ny); - ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values2[nx]); - ImGui::PopID(); - } - ImGui::EndGroup(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set3"); - for (int i = 0; i < 4; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); - ImGui::PopStyleVar(); - ImGui::PopID(); - } - ImGui::PopID(); - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop"); - if (ImGui::TreeNode("Drag and Drop")) - { - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); - if (ImGui::TreeNode("Drag and drop in standard widgets")) - { - // ColorEdit widgets automatically act as drag source and drag target. - // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F - // to allow your own widgets to use colors in their drag and drop interaction. - // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. - HelpMarker("You can drag from the color squares."); - static float col1[3] = { 1.0f, 0.0f, 0.2f }; - static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::ColorEdit4("color 2", col2); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); - if (ImGui::TreeNode("Drag and drop to copy/swap items")) - { - enum Mode - { - Mode_Copy, - Mode_Move, - Mode_Swap - }; - static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = - { - "Bobby", "Beatrice", "Betty", - "Brianna", "Barry", "Bernard", - "Bibi", "Blaine", "Bryn" - }; - for (int n = 0; n < IM_ARRAYSIZE(names); n++) - { - ImGui::PushID(n); - if ((n % 3) != 0) - ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60, 60)); - - // Our buttons are both drag sources and drag targets here! - if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) - { - // Set payload to carry the index of our item (could be anything) - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); - - // Display preview (could be anything, e.g. when dragging an image we could decide to display - // the filename and a small preview of the image, etc.) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } - if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } - if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } - ImGui::EndDragDropSource(); - } - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) - { - IM_ASSERT(payload->DataSize == sizeof(int)); - int payload_n = *(const int*)payload->Data; - if (mode == Mode_Copy) - { - names[n] = names[payload_n]; - } - if (mode == Mode_Move) - { - names[n] = names[payload_n]; - names[payload_n] = ""; - } - if (mode == Mode_Swap) - { - const char* tmp = names[n]; - names[n] = names[payload_n]; - names[payload_n] = tmp; - } - } - ImGui::EndDragDropTarget(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); - if (ImGui::TreeNode("Drag to reorder items (simple)")) - { - // Simple reordering - HelpMarker( - "We don't use the drag and drop api at all here! " - "Instead we query when the item is held but not hovered, and order items accordingly."); - static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; - for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) - { - const char* item = item_names[n]; - ImGui::Selectable(item); - - if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) - { - int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); - if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) - { - item_names[n] = item_names[n_next]; - item_names[n_next] = item; - ImGui::ResetMouseDragDelta(); - } - } - } - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); - if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) - { - // Select an item type - const char* item_names[] = - { - "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", - "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" - }; - static int item_type = 4; - static bool item_disabled = false; - ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); - ImGui::SameLine(); - HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); - ImGui::Checkbox("Item Disabled", &item_disabled); - - // Submit selected item item so we can query their status in the code following it. - bool ret = false; - static bool b = false; - static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; - static char str[16] = {}; - if (item_disabled) - ImGui::BeginDisabled(true); - if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction - if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) - if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) - if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input - if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item - if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } - - // Display the values of IsItemHovered() and other common item state functions. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. - // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, - // we query every state in a single call to avoid storing them and to simplify the code. - ImGui::BulletText( - "Return value = %d\n" - "IsItemFocused() = %d\n" - "IsItemHovered() = %d\n" - "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsItemHovered(_AllowWhenOverlapped) = %d\n" - "IsItemHovered(_AllowWhenDisabled) = %d\n" - "IsItemHovered(_RectOnly) = %d\n" - "IsItemActive() = %d\n" - "IsItemEdited() = %d\n" - "IsItemActivated() = %d\n" - "IsItemDeactivated() = %d\n" - "IsItemDeactivatedAfterEdit() = %d\n" - "IsItemVisible() = %d\n" - "IsItemClicked() = %d\n" - "IsItemToggledOpen() = %d\n" - "GetItemRectMin() = (%.1f, %.1f)\n" - "GetItemRectMax() = (%.1f, %.1f)\n" - "GetItemRectSize() = (%.1f, %.1f)", - ret, - ImGui::IsItemFocused(), - ImGui::IsItemHovered(), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), - ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), - ImGui::IsItemActive(), - ImGui::IsItemEdited(), - ImGui::IsItemActivated(), - ImGui::IsItemDeactivated(), - ImGui::IsItemDeactivatedAfterEdit(), - ImGui::IsItemVisible(), - ImGui::IsItemClicked(), - ImGui::IsItemToggledOpen(), - ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, - ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, - ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y - ); - - if (item_disabled) - ImGui::EndDisabled(); - - char buf[1] = ""; - ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); - ImGui::SameLine(); - HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); - if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) - { - static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); - if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); - - // Testing IsWindowFocused() function with its various flags. - ImGui::BulletText( - "IsWindowFocused() = %d\n" - "IsWindowFocused(_ChildWindows) = %d\n" - "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" - "IsWindowFocused(_RootWindow) = %d\n" - "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" - "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - - // Testing IsWindowHovered() function with its various flags. - ImGui::BulletText( - "IsWindowHovered() = %d\n" - "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsWindowHovered(_ChildWindows) = %d\n" - "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" - "IsWindowHovered(_RootWindow) = %d\n" - "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AnyWindow) = %d\n", - ImGui::IsWindowHovered(), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); - - ImGui::BeginChild("child", ImVec2(0, 50), true); - ImGui::Text("This is another child window for testing the _ChildWindows flag."); - ImGui::EndChild(); - if (embed_all_inside_a_child_window) - ImGui::EndChild(); - - // Calling IsItemHovered() after begin returns the hovered status of the title bar. - // This is useful in particular if you want to create a context menu associated to the title bar of a window. - // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). - static bool test_window = false; - ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); - if (test_window) - { - // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. - // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? - ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() - { - if (ImGui::MenuItem("Close")) { test_window = false; } - ImGui::EndPopup(); - } - ImGui::Text( - "IsItemHovered() after begin = %d (== is title bar hovered)\n" - "IsItemActive() after begin = %d (== is window being clicked/moved)\n", - ImGui::IsItemHovered(), ImGui::IsItemActive()); - ImGui::End(); - } - - ImGui::TreePop(); - } - - // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: - // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) - if (disable_all) - ImGui::EndDisabled(); - - IMGUI_DEMO_MARKER("Widgets/Disable Block"); - if (ImGui::TreeNode("Disable block")) - { - ImGui::Checkbox("Disable entire section above", &disable_all); - ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); - ImGui::TreePop(); - } + IMGUI_DEMO_MARKER("Widgets"); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + // As a result, Set + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + ImGui::EndDisabled(); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly, however note that BeginChild() requires EndChild() to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); + if (ImGui::TreeNode("In columns")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") + // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + // Animate a simple progress bar + IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X"); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::BeginTooltip(); + ImGui::Text("Cannot drop here!"); + ImGui::EndTooltip(); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Border); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } } static void ShowDemoWindowLayout() { - IMGUI_DEMO_MARKER("Layout"); - if (!ImGui::CollapsingHeader("Layout & Scrolling")) - return; - - IMGUI_DEMO_MARKER("Layout/Child windows"); - if (ImGui::TreeNode("Child windows")) - { - HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); - static bool disable_mouse_wheel = false; - static bool disable_menu = false; - ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); - ImGui::Checkbox("Disable Menu", &disable_menu); - - // Child 1: no border, enable horizontal scrollbar - { - ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; - if (disable_mouse_wheel) - window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); - for (int i = 0; i < 100; i++) - ImGui::Text("%04d: scrollable region", i); - ImGui::EndChild(); - } - - ImGui::SameLine(); - - // Child 2: rounded border - { - ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; - if (disable_mouse_wheel) - window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - if (!disable_menu) - window_flags |= ImGuiWindowFlags_MenuBar; - ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); - if (!disable_menu && ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) - { - for (int i = 0; i < 100; i++) - { - char buf[32]; - sprintf(buf, "%03d", i); - ImGui::TableNextColumn(); - ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); - } - ImGui::EndTable(); - } - ImGui::EndChild(); - ImGui::PopStyleVar(); - } - - ImGui::Separator(); - - // Demonstrate a few extra things - // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) - // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) - // You can also call SetNextWindowPos() to position the child window. The parent window will effectively - // layout from this position. - // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from - // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. - { - static int offset_x = 0; - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); - - ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); - ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); - ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); - for (int n = 0; n < 50; n++) - ImGui::Text("Some test %d", n); - ImGui::EndChild(); - bool child_is_hovered = ImGui::IsItemHovered(); - ImVec2 child_rect_min = ImGui::GetItemRectMin(); - ImVec2 child_rect_max = ImGui::GetItemRectMax(); - ImGui::PopStyleColor(); - ImGui::Text("Hovered: %d", child_is_hovered); - ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Widgets Width"); - if (ImGui::TreeNode("Widgets Width")) - { - static float f = 0.0f; - static bool show_indented_items = true; - ImGui::Checkbox("Show indented items", &show_indented_items); - - // Use SetNextItemWidth() to set the width of a single upcoming item. - // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. - // In real code use you'll probably want to choose width values that are proportional to your font size - // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. - - ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); - ImGui::SameLine(); HelpMarker("Fixed width."); - ImGui::PushItemWidth(100); - ImGui::DragFloat("float##1b", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##1b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); - ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); - ImGui::PushItemWidth(-100); - ImGui::DragFloat("float##2a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##2b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); - ImGui::DragFloat("float##3a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##3b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); HelpMarker("Align to right edge minus half"); - ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); - ImGui::DragFloat("float##4a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##4b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - // Demonstrate using PushItemWidth to surround three items. - // Calling SetNextItemWidth() before each of them would have the same effect. - ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); - ImGui::SameLine(); HelpMarker("Align to right edge"); - ImGui::PushItemWidth(-FLT_MIN); - ImGui::DragFloat("##float5a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##5b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); - if (ImGui::TreeNode("Basic Horizontal Layout")) - { - ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); - - // Text - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); - ImGui::Text("Two items: Hello"); ImGui::SameLine(); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); - - // Adjust spacing - ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); - - // Button - ImGui::AlignTextToFramePadding(); - ImGui::Text("Normal buttons"); ImGui::SameLine(); - ImGui::Button("Banana"); ImGui::SameLine(); - ImGui::Button("Apple"); ImGui::SameLine(); - ImGui::Button("Corniflower"); - - // Button - ImGui::Text("Small buttons"); ImGui::SameLine(); - ImGui::SmallButton("Like this one"); ImGui::SameLine(); - ImGui::Text("can fit within a text block."); - - // Aligned to arbitrary position. Easy/cheap column. - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); - ImGui::Text("Aligned"); - ImGui::SameLine(150); ImGui::Text("x=150"); - ImGui::SameLine(300); ImGui::Text("x=300"); - ImGui::Text("Aligned"); - ImGui::SameLine(150); ImGui::SmallButton("x=150"); - ImGui::SameLine(300); ImGui::SmallButton("x=300"); - - // Checkbox - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); - static bool c1 = false, c2 = false, c3 = false, c4 = false; - ImGui::Checkbox("My", &c1); ImGui::SameLine(); - ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); - ImGui::Checkbox("Is", &c3); ImGui::SameLine(); - ImGui::Checkbox("Rich", &c4); - - // Various - static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; - ImGui::PushItemWidth(80); - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; - static int item = -1; - ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); - ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); - ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); - ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); - ImGui::PopItemWidth(); - - ImGui::PushItemWidth(80); - ImGui::Text("Lists:"); - static int selection[4] = { 0, 1, 2, 3 }; - for (int i = 0; i < 4; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); - ImGui::PopID(); - //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); - } - ImGui::PopItemWidth(); - - // Dummy - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); - ImVec2 button_sz(40, 40); - ImGui::Button("A", button_sz); ImGui::SameLine(); - ImGui::Dummy(button_sz); ImGui::SameLine(); - ImGui::Button("B", button_sz); - - // Manually wrapping - // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); - ImGui::Text("Manual wrapping:"); - ImGuiStyle& style = ImGui::GetStyle(); - int buttons_count = 20; - float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; - for (int n = 0; n < buttons_count; n++) - { - ImGui::PushID(n); - ImGui::Button("Box", button_sz); - float last_button_x2 = ImGui::GetItemRectMax().x; - float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line - if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) - ImGui::SameLine(); - ImGui::PopID(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Groups"); - if (ImGui::TreeNode("Groups")) - { - HelpMarker( - "BeginGroup() basically locks the horizontal position for new line. " - "EndGroup() bundles the whole group so that you can use \"item\" functions such as " - "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); - ImGui::BeginGroup(); - { - ImGui::BeginGroup(); - ImGui::Button("AAA"); - ImGui::SameLine(); - ImGui::Button("BBB"); - ImGui::SameLine(); - ImGui::BeginGroup(); - ImGui::Button("CCC"); - ImGui::Button("DDD"); - ImGui::EndGroup(); - ImGui::SameLine(); - ImGui::Button("EEE"); - ImGui::EndGroup(); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("First group hovered"); - } - // Capture the group size and create widgets using the same size - ImVec2 size = ImGui::GetItemRectSize(); - const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; - ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); - - ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); - ImGui::SameLine(); - ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); - ImGui::EndGroup(); - ImGui::SameLine(); - - ImGui::Button("LEVERAGE\nBUZZWORD", size); - ImGui::SameLine(); - - if (ImGui::BeginListBox("List", size)) - { - ImGui::Selectable("Selected", true); - ImGui::Selectable("Not Selected", false); - ImGui::EndListBox(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); - if (ImGui::TreeNode("Text Baseline Alignment")) - { - { - ImGui::BulletText("Text baseline:"); - ImGui::SameLine(); HelpMarker( - "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " - "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); - ImGui::Indent(); - - ImGui::Text("KO Blahblah"); ImGui::SameLine(); - ImGui::Button("Some framed item"); ImGui::SameLine(); - HelpMarker("Baseline of button will look misaligned with text.."); - - // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. - // (because we don't know what's coming after the Text() statement, we need to move the text baseline - // down by FramePadding.y ahead of time) - ImGui::AlignTextToFramePadding(); - ImGui::Text("OK Blahblah"); ImGui::SameLine(); - ImGui::Button("Some framed item"); ImGui::SameLine(); - HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); - - // SmallButton() uses the same vertical padding as Text - ImGui::Button("TEST##1"); ImGui::SameLine(); - ImGui::Text("TEST"); ImGui::SameLine(); - ImGui::SmallButton("TEST##2"); - - // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. - ImGui::AlignTextToFramePadding(); - ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); - ImGui::Button("Item##1"); ImGui::SameLine(); - ImGui::Text("Item"); ImGui::SameLine(); - ImGui::SmallButton("Item##2"); ImGui::SameLine(); - ImGui::Button("Item##3"); - - ImGui::Unindent(); - } - - ImGui::Spacing(); - - { - ImGui::BulletText("Multi-line text:"); - ImGui::Indent(); - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("One\nTwo\nThree"); - - ImGui::Button("HOP##1"); ImGui::SameLine(); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Button("HOP##2"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - ImGui::Unindent(); - } - - ImGui::Spacing(); - - { - ImGui::BulletText("Misc items:"); - ImGui::Indent(); - - // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. - ImGui::Button("80x80", ImVec2(80, 80)); - ImGui::SameLine(); - ImGui::Button("50x50", ImVec2(50, 50)); - ImGui::SameLine(); - ImGui::Button("Button()"); - ImGui::SameLine(); - ImGui::SmallButton("SmallButton()"); - - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) - { - // Placeholder tree data - for (int i = 0; i < 6; i++) - ImGui::BulletText("Item %d..", i); - ImGui::TreePop(); - } - - // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. - // Otherwise you can use SmallButton() (smaller fit). - ImGui::AlignTextToFramePadding(); - - // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add - // other contents below the node. - bool node_open = ImGui::TreeNode("Node##2"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); - if (node_open) - { - // Placeholder tree data - for (int i = 0; i < 6; i++) - ImGui::BulletText("Item %d..", i); - ImGui::TreePop(); - } - - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet text"); - - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); - ImGui::Unindent(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Scrolling"); - if (ImGui::TreeNode("Scrolling")) - { - // Vertical scroll functions - IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); - HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); - - static int track_item = 50; - static bool enable_track = true; - static bool enable_extra_decorations = false; - static float scroll_to_off_px = 0.0f; - static float scroll_to_pos_px = 200.0f; - - ImGui::Checkbox("Decoration", &enable_extra_decorations); - - ImGui::Checkbox("Track", &enable_track); - ImGui::PushItemWidth(100); - ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); - - bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); - - bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); - ImGui::PopItemWidth(); - - if (scroll_to_off || scroll_to_pos) - enable_track = false; - - ImGuiStyle& style = ImGui::GetStyle(); - float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; - if (child_w < 1.0f) - child_w = 1.0f; - ImGui::PushID("##VerticalScrolling"); - for (int i = 0; i < 5; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; - ImGui::TextUnformatted(names[i]); - - const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; - const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); - if (ImGui::BeginMenuBar()) - { - ImGui::TextUnformatted("abc"); - ImGui::EndMenuBar(); - } - if (scroll_to_off) - ImGui::SetScrollY(scroll_to_off_px); - if (scroll_to_pos) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); - if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items - { - for (int item = 0; item < 100; item++) - { - if (enable_track && item == track_item) - { - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); - ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom - } - else - { - ImGui::Text("Item %d", item); - } - } - } - float scroll_y = ImGui::GetScrollY(); - float scroll_max_y = ImGui::GetScrollMaxY(); - ImGui::EndChild(); - ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); - ImGui::EndGroup(); - } - ImGui::PopID(); - - // Horizontal scroll functions - IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); - ImGui::Spacing(); - HelpMarker( - "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" - "Because the clipping rectangle of most window hides half worth of WindowPadding on the " - "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " - "equivalent SetScrollFromPosY(+1) wouldn't."); - ImGui::PushID("##HorizontalScrolling"); - for (int i = 0; i < 5; i++) - { - float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; - ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); - ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); - if (scroll_to_off) - ImGui::SetScrollX(scroll_to_off_px); - if (scroll_to_pos) - ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); - if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items - { - for (int item = 0; item < 100; item++) - { - if (item > 0) - ImGui::SameLine(); - if (enable_track && item == track_item) - { - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); - ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right - } - else - { - ImGui::Text("Item %d", item); - } - } - } - float scroll_x = ImGui::GetScrollX(); - float scroll_max_x = ImGui::GetScrollMaxX(); - ImGui::EndChild(); - ImGui::SameLine(); - const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; - ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); - ImGui::Spacing(); - } - ImGui::PopID(); - - // Miscellaneous Horizontal Scrolling Demo - IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); - HelpMarker( - "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" - "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); - static int lines = 7; - ImGui::SliderInt("Lines", &lines, 1, 15); - ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); - ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); - ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); - for (int line = 0; line < lines; line++) - { - // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() - // If you want to create your own time line for a real application you may be better off manipulating - // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets - // yourself. You may also want to use the lower-level ImDrawList API. - int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); - for (int n = 0; n < num_buttons; n++) - { - if (n > 0) ImGui::SameLine(); - ImGui::PushID(n + line * 1000); - char num_buf[16]; - sprintf(num_buf, "%d", n); - const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; - float hue = n * 0.05f; - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); - ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); - ImGui::PopStyleColor(3); - ImGui::PopID(); - } - } - float scroll_x = ImGui::GetScrollX(); - float scroll_max_x = ImGui::GetScrollMaxX(); - ImGui::EndChild(); - ImGui::PopStyleVar(2); - float scroll_x_delta = 0.0f; - ImGui::SmallButton("<<"); - if (ImGui::IsItemActive()) - scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; - ImGui::SameLine(); - ImGui::Text("Scroll from code"); ImGui::SameLine(); - ImGui::SmallButton(">>"); - if (ImGui::IsItemActive()) - scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; - ImGui::SameLine(); - ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); - if (scroll_x_delta != 0.0f) - { - // Demonstrate a trick: you can use Begin to set yourself in the context of another window - // (here we are already out of your child window) - ImGui::BeginChild("scrolling"); - ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); - ImGui::EndChild(); - } - ImGui::Spacing(); - - static bool show_horizontal_contents_size_demo_window = false; - ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); - - if (show_horizontal_contents_size_demo_window) - { - static bool show_h_scrollbar = true; - static bool show_button = true; - static bool show_tree_nodes = true; - static bool show_text_wrapped = false; - static bool show_columns = true; - static bool show_tab_bar = true; - static bool show_child = false; - static bool explicit_content_size = false; - static float contents_size_x = 300.0f; - if (explicit_content_size) - ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); - ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); - IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); - HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); - ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); - ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) - ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width - ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size - ImGui::Checkbox("Columns", &show_columns); // Will use contents size - ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size - ImGui::Checkbox("Child", &show_child); // Will grow and use contents size - ImGui::Checkbox("Explicit content size", &explicit_content_size); - ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); - if (explicit_content_size) - { - ImGui::SameLine(); - ImGui::SetNextItemWidth(100); - ImGui::DragFloat("##csx", &contents_size_x); - ImVec2 p = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); - ImGui::Dummy(ImVec2(0, 10)); - } - ImGui::PopStyleVar(2); - ImGui::Separator(); - if (show_button) - { - ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); - } - if (show_tree_nodes) - { - bool open = true; - if (ImGui::TreeNode("this is a tree node")) - { - if (ImGui::TreeNode("another one of those tree node...")) - { - ImGui::Text("Some tree contents"); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - ImGui::CollapsingHeader("CollapsingHeader", &open); - } - if (show_text_wrapped) - { - ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); - } - if (show_columns) - { - ImGui::Text("Tables:"); - if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) - { - for (int n = 0; n < 4; n++) - { - ImGui::TableNextColumn(); - ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); - } - ImGui::EndTable(); - } - ImGui::Text("Columns:"); - ImGui::Columns(4); - for (int n = 0; n < 4; n++) - { - ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); - ImGui::NextColumn(); - } - ImGui::Columns(1); - } - if (show_tab_bar && ImGui::BeginTabBar("Hello")) - { - if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } - if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } - if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } - if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } - ImGui::EndTabBar(); - } - if (show_child) - { - ImGui::BeginChild("child", ImVec2(0, 0), true); - ImGui::EndChild(); - } - ImGui::End(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Layout/Clipping"); - if (ImGui::TreeNode("Clipping")) - { - static ImVec2 size(100.0f, 100.0f); - static ImVec2 offset(30.0f, 30.0f); - ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); - ImGui::TextWrapped("(Click and drag to scroll)"); - - for (int n = 0; n < 3; n++) - { - if (n > 0) - ImGui::SameLine(); - ImGui::PushID(n); - ImGui::BeginGroup(); // Lock X position - - ImGui::InvisibleButton("##empty", size); - if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) - { - offset.x += ImGui::GetIO().MouseDelta.x; - offset.y += ImGui::GetIO().MouseDelta.y; - } - const ImVec2 p0 = ImGui::GetItemRectMin(); - const ImVec2 p1 = ImGui::GetItemRectMax(); - const char* text_str = "Line 1 hello\nLine 2 clip me!"; - const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - - switch (n) - { - case 0: - HelpMarker( - "Using ImGui::PushClipRect():\n" - "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" - "(use this if you want your clipping rectangle to affect interactions)"); - ImGui::PushClipRect(p0, p1, true); - draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); - draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); - ImGui::PopClipRect(); - break; - case 1: - HelpMarker( - "Using ImDrawList::PushClipRect():\n" - "Will alter ImDrawList rendering only.\n" - "(use this as a shortcut if you are only using ImDrawList calls)"); - draw_list->PushClipRect(p0, p1, true); - draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); - draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); - draw_list->PopClipRect(); - break; - case 2: - HelpMarker( - "Using ImDrawList::AddText() with a fine ClipRect:\n" - "Will alter only this specific ImDrawList::AddText() rendering.\n" - "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); - ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. - draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); - draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); - break; - } - ImGui::EndGroup(); - ImGui::PopID(); - } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Stack Layout")) - { - static bool widget_a = true, widget_b = true, widget_c = true; - static bool spring_a = true, spring_ab = true, spring_bc = true, spring_c = true; - static bool minimize_width = false, minimize_height = true; - static bool horizontal = true, draw_springs = true; - static ImVec2 item_spacing = ImGui::GetStyle().ItemSpacing; - static float a_c_spring_weight = 0.0f; - static float ab_spring_weight = 0.5f; - static float alignment = 0.5f; - - struct funcs - { - static void VisibleSpring(float spring_weight) - { - ImVec2 start_cursor_pos = ImGui::GetCursorScreenPos(); - ImGui::Spring(spring_weight); - ImVec2 end_cursor_pos = ImGui::GetCursorScreenPos(); - - if (!draw_springs) - return; - - if (spring_weight <= 0.0f) - return; - - if (fabsf(start_cursor_pos.x - end_cursor_pos.x) < 1.0f && fabsf(start_cursor_pos.y - end_cursor_pos.y) < 1.0f) - return; - - // Draw zig-zag - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - ImVec2 rect_min = ImGui::GetItemRectMin(); - ImVec2 rect_max = ImGui::GetItemRectMax(); - - draw_list->PushClipRect(rect_min, rect_max, true); - - float width = 0.0f; - ImVec2 direction, origin; - - if (horizontal) - { - width = rect_max.x - rect_min.x; - origin = ImVec2(floorf(rect_min.x), floorf(rect_min.y + (rect_max.y - rect_min.y) / 2)); - direction = ImVec2(1.0f, 0.0f); - } - else - { - width = rect_max.y - rect_min.y; - origin = ImVec2(floorf(rect_min.x + (rect_max.x - rect_min.x) / 2), floorf(rect_min.y)); - direction = ImVec2(0.0f, 1.0f); - } - - draw_list->AddRectFilled(rect_min, rect_max, ImColor(255, 128, 255, 40)); - - const float zig_zag_size = 3; - ImVec2 normal = ImVec2(-direction.y, direction.x); - - draw_list->PathClear(); - origin.x += 0.5f; - origin.y += 0.5f; - draw_list->PathLineTo(origin); - for (float x = zig_zag_size * 0.5f; x <= width; x += zig_zag_size) - { - ImVec2 p; - p.x = origin.x + direction.x * x + normal.x * zig_zag_size; - p.y = origin.y + direction.y * x + normal.y * zig_zag_size; - draw_list->PathLineTo(p); - normal = ImVec2(-normal.x, -normal.y); - } - draw_list->PathStroke(ImColor(255, 255, 255, 190), false, 1.0f); - - draw_list->PopClipRect(); - } - }; - - ImGui::Checkbox("Widget A", &widget_a); ImGui::SameLine(); - ImGui::Checkbox("Widget B", &widget_b); ImGui::SameLine(); - ImGui::Checkbox("Widget C", &widget_c); - ImGui::Checkbox("Spring A", &spring_a); ImGui::SameLine(); - ImGui::Checkbox("Spring AB", &spring_ab); ImGui::SameLine(); - ImGui::Checkbox("Spring BC", &spring_bc); ImGui::SameLine(); - ImGui::Checkbox("Spring C", &spring_c); - ImGui::Checkbox("Horizontal", &horizontal); ImGui::SameLine(); - ImGui::Checkbox("Minimize Width", &minimize_width); ImGui::SameLine(); - ImGui::Checkbox("Minimize Height", &minimize_height); - ImGui::DragFloat("Item Spacing", horizontal ? &item_spacing.x : &item_spacing.y, 0.1f, 0.0f, 50.0f); - ImGui::DragFloat("A & C Spring Weight", &a_c_spring_weight, 0.002f, 0.0f, 1.0f); - ImGui::DragFloat("AB Spring Weight", &ab_spring_weight, 0.002f, 0.0f, 1.0f); - if (ImGui::IsItemHovered()) ImGui::SetTooltip("BC Spring Weight = 1 - AB Spring Weight"); - ImGui::DragFloat("Minor Axis Alignment", &alignment, 0.002f, 0.0f, 1.0f); - if (ImGui::IsItemHovered()) ImGui::SetTooltip("This is vertical alignment for horizontal layouts and horizontal alignment for vertical layouts."); - ImGui::Text("Layout widgets:"); - ImGui::Text("| Spring A | Widget A | Spring AB | Widget B | Spring BC | Widget C | Spring C |"); - - ImGui::Spacing(); - - ImVec2 widget_size; - widget_size.x = ImGui::GetContentRegionAvail().x / 4; - widget_size.y = horizontal ? floorf(widget_size.x / 3) : widget_size.x; - - ImVec2 small_widget_size = widget_size; - if (horizontal) - small_widget_size.y = floorf(small_widget_size.y / 2); - else - small_widget_size.x = floorf(small_widget_size.x / 2); - - ImVec2 layout_size = ImVec2(widget_size.x * 4, widget_size.y * 4); - if (minimize_width) layout_size.x = 0.0f; - if (minimize_height) layout_size.y = 0.0f; - - // Minor axis alignment can be set by style or directly in BeginHorizontal/BeginVertical - // Example: - // ImGui::PushStyleVar(ImGuiStyleVar_LayoutAlign, alignment); - - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, item_spacing); - - if (horizontal) { ImGui::BeginHorizontal("h1", layout_size, alignment); } - else { ImGui::BeginVertical("v1", layout_size, alignment); } - if (spring_a) { funcs::VisibleSpring(a_c_spring_weight); } - if (widget_a) { ImGui::Button("Widget A", widget_size); } - if (spring_ab) { funcs::VisibleSpring(ab_spring_weight); } - if (widget_b) { ImGui::Button("Widget B", small_widget_size); } - if (spring_bc) { funcs::VisibleSpring(1.0f - ab_spring_weight); } - if (widget_c) { ImGui::Button("Widget C", widget_size); } - if (spring_c) { funcs::VisibleSpring(a_c_spring_weight); } - if (horizontal) { ImGui::EndHorizontal(); } - else { ImGui::EndVertical(); } - - ImGui::PopStyleVar(); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), ImGui::GetColorU32(ImGuiCol_Border)); - - ImGui::TreePop(); - } + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Border", &child_flags, ImGuiChildFlags_Border); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Border, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Border, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Clipping"); + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } } static void ShowDemoWindowPopups() { - IMGUI_DEMO_MARKER("Popups"); - if (!ImGui::CollapsingHeader("Popups & Modal windows")) - return; - - // The properties of popups windows are: - // - They block normal mouse hovering detection outside them. (*) - // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as - // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). - // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even - // when normally blocked by a popup. - // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close - // popups at any time. - - // Typical use for regular windows: - // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); - // Typical use for popups: - // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } - - // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. - // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. - - IMGUI_DEMO_MARKER("Popups/Popups"); - if (ImGui::TreeNode("Popups")) - { - ImGui::TextWrapped( - "When a popup is active, it inhibits interacting with windows that are behind the popup. " - "Clicking outside the popup closes it."); - - static int selected_fish = -1; - const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; - static bool toggles[] = { true, false, false, false, false }; - - // Simple selection popup (if you want to show the current selection inside the Button itself, - // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) - if (ImGui::Button("Select..")) - ImGui::OpenPopup("my_select_popup"); - ImGui::SameLine(); - ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); - if (ImGui::BeginPopup("my_select_popup")) - { - ImGui::Text("Aquarium"); - ImGui::Separator(); - for (int i = 0; i < IM_ARRAYSIZE(names); i++) - if (ImGui::Selectable(names[i])) - selected_fish = i; - ImGui::EndPopup(); - } - - // Showing a menu with toggles - if (ImGui::Button("Toggle..")) - ImGui::OpenPopup("my_toggle_popup"); - if (ImGui::BeginPopup("my_toggle_popup")) - { - for (int i = 0; i < IM_ARRAYSIZE(names); i++) - ImGui::MenuItem(names[i], "", &toggles[i]); - if (ImGui::BeginMenu("Sub-menu")) - { - ImGui::MenuItem("Click me"); - ImGui::EndMenu(); - } - - ImGui::Separator(); - ImGui::Text("Tooltip here"); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("I am a tooltip over a popup"); - - if (ImGui::Button("Stacked Popup")) - ImGui::OpenPopup("another popup"); - if (ImGui::BeginPopup("another popup")) - { - for (int i = 0; i < IM_ARRAYSIZE(names); i++) - ImGui::MenuItem(names[i], "", &toggles[i]); - if (ImGui::BeginMenu("Sub-menu")) - { - ImGui::MenuItem("Click me"); - if (ImGui::Button("Stacked Popup")) - ImGui::OpenPopup("another popup"); - if (ImGui::BeginPopup("another popup")) - { - ImGui::Text("I am the last one here."); - ImGui::EndPopup(); - } - ImGui::EndMenu(); - } - ImGui::EndPopup(); - } - ImGui::EndPopup(); - } - - // Call the more complete ShowExampleMenuFile which we use in various places of this demo - if (ImGui::Button("With a menu..")) - ImGui::OpenPopup("my_file_popup"); - if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) - { - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("File")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Edit")) - { - ImGui::MenuItem("Dummy"); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - ImGui::Text("Hello from popup!"); - ImGui::Button("This is a dummy button.."); - ImGui::EndPopup(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Popups/Context menus"); - if (ImGui::TreeNode("Context menus")) - { - HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); - - // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: - // if (id == 0) - // id = GetItemID(); // Use last item id - // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) - // OpenPopup(id); - // return BeginPopup(id); - // For advanced advanced uses you may want to replicate and customize this code. - // See more details in BeginPopupContextItem(). - - // Example 1 - // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), - // and BeginPopupContextItem() will use the last item ID as the popup ID. - { - const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; - for (int n = 0; n < 5; n++) - { - ImGui::Selectable(names[n]); - if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id - { - ImGui::Text("This a popup for \"%s\"!", names[n]); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("Right-click to open popup"); - } - } - - // Example 2 - // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). - // Using an explicit identifier is also convenient if you want to activate the popups from different locations. - { - HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); - static float value = 0.5f; - ImGui::Text("Value = %.3f <-- (1) right-click this value", value); - if (ImGui::BeginPopupContextItem("my popup")) - { - if (ImGui::Selectable("Set to zero")) value = 0.0f; - if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::EndPopup(); - } - - // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. - // Here we make it that right-clicking this other text element opens the same popup as above. - // The popup itself will be submitted by the code above. - ImGui::Text("(2) Or right-click this text"); - ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); - - // Back to square one: manually open the same popup. - if (ImGui::Button("(3) Or click this button")) - ImGui::OpenPopup("my popup"); - } - - // Example 3 - // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), - // we need to make sure your item identifier is stable. - // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). - { - HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); - static char name[32] = "Label1"; - char buf[64]; - sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label - ImGui::Button(buf); - if (ImGui::BeginPopupContextItem()) - { - ImGui::Text("Edit name:"); - ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Popups/Modals"); - if (ImGui::TreeNode("Modals")) - { - ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); - - if (ImGui::Button("Delete..")) - ImGui::OpenPopup("Delete?"); - - // Always center this window when appearing - ImVec2 center = ImGui::GetMainViewport()->GetCenter(); - ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); - - if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) - { - ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); - ImGui::Separator(); - - //static int unused_i = 0; - //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); - - static bool dont_ask_me_next_time = false; - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); - ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); - ImGui::PopStyleVar(); - - if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } - ImGui::SetItemDefaultFocus(); - ImGui::SameLine(); - if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } - ImGui::EndPopup(); - } - - if (ImGui::Button("Stacked modals..")) - ImGui::OpenPopup("Stacked 1"); - if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) - { - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("File")) - { - if (ImGui::MenuItem("Some menu item")) {} - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); - - // Testing behavior of widgets stacking their own regular popups over the modal. - static int item = 1; - static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - ImGui::ColorEdit4("color", color); - - if (ImGui::Button("Add another modal..")) - ImGui::OpenPopup("Stacked 2"); - - // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which - // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value - // of the bool actually doesn't matter here. - bool unused_open = true; - if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) - { - ImGui::Text("Hello from Stacked The Second!"); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); - if (ImGui::TreeNode("Menus inside a regular window")) - { - ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); - ImGui::Separator(); - - // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the - // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block - // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would - // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, - // which is the desired behavior for regular menus. - ImGui::PushID("foo"); - ImGui::MenuItem("Menu item", "CTRL+M"); - if (ImGui::BeginMenu("Menu inside a regular window")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::PopID(); - ImGui::Separator(); - ImGui::TreePop(); - } + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } } // Dummy data structure that we use for the Table demo. -// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function) +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) namespace { - // We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. - // This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. - // But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) - // If you don't use sorting, you will generally never care about giving column an ID! - enum MyItemColumnID - { - MyItemColumnID_ID, - MyItemColumnID_Name, - MyItemColumnID_Action, - MyItemColumnID_Quantity, - MyItemColumnID_Description - }; - - struct MyItem - { - int ID; - const char* Name; - int Quantity; - - // We have a problem which is affecting _only this demo_ and should not affect your code: - // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), - // however qsort doesn't allow passing user data to comparing function. - // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. - // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. - // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called - // very often by the sorting algorithm it would be a little wasteful. - static const ImGuiTableSortSpecs* s_current_sort_specs; - - // Compare function to be used by qsort() - static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) - { - const MyItem* a = (const MyItem*)lhs; - const MyItem* b = (const MyItem*)rhs; - for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) - { - // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() - // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! - const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; - int delta = 0; - switch (sort_spec->ColumnUserID) - { - case MyItemColumnID_ID: delta = (a->ID - b->ID); break; - case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; - case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; - case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; - default: IM_ASSERT(0); break; - } - if (delta > 0) - return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; - if (delta < 0) - return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; - } - - // qsort() is instable so always return a way to differenciate items. - // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. - return (a->ID - b->ID); - } - }; - const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; } // Make the UI compact because there are so many fields static void PushStyleCompact() { - ImGuiStyle& style = ImGui::GetStyle(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); } static void PopStyleCompact() { - ImGui::PopStyleVar(2); + ImGui::PopStyleVar(2); } // Show a combo box with a choice of sizing policies static void EditTableSizingFlags(ImGuiTableFlags* p_flags) { - struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; - static const EnumDesc policies[] = - { - { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, - { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, - { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, - { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, - { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } - }; - int idx; - for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) - if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) - break; - const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; - if (ImGui::BeginCombo("Sizing Policy", preview_text)) - { - for (int n = 0; n < IM_ARRAYSIZE(policies); n++) - if (ImGui::Selectable(policies[n].Name, idx == n)) - *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; - ImGui::EndCombo(); - } - ImGui::SameLine(); - ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); - for (int m = 0; m < IM_ARRAYSIZE(policies); m++) - { - ImGui::Separator(); - ImGui::Text("%s:", policies[m].Name); - ImGui::Separator(); - ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); - ImGui::TextUnformatted(policies[m].Tooltip); - } - ImGui::PopTextWrapPos(); - ImGui::EndTooltip(); - } + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } } static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) { - ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); - ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); - ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); - if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) - *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); - if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) - *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); - ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); - ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); - ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); - ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); - ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); - ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); - ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); - ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); - ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); - ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); - ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); - ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); - ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); } static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) { - ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); - ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); - ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); - ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); } static void ShowDemoWindowTables() { - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - IMGUI_DEMO_MARKER("Tables"); - if (!ImGui::CollapsingHeader("Tables & Columns")) - return; - - // Using those as a base value to create width/height that are factor of the size of our font - const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; - const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); - - ImGui::PushID("Tables"); - - int open_action = -1; - if (ImGui::Button("Open all")) - open_action = 1; - ImGui::SameLine(); - if (ImGui::Button("Close all")) - open_action = 0; - ImGui::SameLine(); - - // Options - static bool disable_indent = false; - ImGui::Checkbox("Disable tree indentation", &disable_indent); - ImGui::SameLine(); - HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); - ImGui::Separator(); - if (disable_indent) - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); - - // About Styling of tables - // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. - // There are however a few settings that a shared and part of the ImGuiStyle structure: - // style.CellPadding // Padding within each cell - // style.Colors[ImGuiCol_TableHeaderBg] // Table header background - // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders - // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders - // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) - // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) - - // Demos - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Basic"); - if (ImGui::TreeNode("Basic")) - { - // Here we will showcase three different ways to output a table. - // They are very simple variations of a same thing! - - // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. - // In many situations, this is the most flexible and easy to use pattern. - HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); - if (ImGui::BeginTable("table1", 3)) - { - for (int row = 0; row < 4; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Row %d Column %d", row, column); - } - } - ImGui::EndTable(); - } - - // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). - // This is generally more convenient when you have code manually submitting the contents of each columns. - HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); - if (ImGui::BeginTable("table2", 3)) - { - for (int row = 0; row < 4; row++) - { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Text("Row %d", row); - ImGui::TableNextColumn(); - ImGui::Text("Some contents"); - ImGui::TableNextColumn(); - ImGui::Text("123.456"); - } - ImGui::EndTable(); - } - - // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), - // as TableNextColumn() will automatically wrap around and create new roes as needed. - // This is generally more convenient when your cells all contains the same type of data. - HelpMarker( - "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" - "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); - if (ImGui::BeginTable("table3", 3)) - { - for (int item = 0; item < 14; item++) - { - ImGui::TableNextColumn(); - ImGui::Text("Item %d", item); - } - ImGui::EndTable(); - } - - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Borders, background"); - if (ImGui::TreeNode("Borders, background")) - { - // Expose a few Borders related flags interactively - enum ContentsType { CT_Text, CT_FillButton }; - static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; - static bool display_headers = false; - static int contents_type = CT_Text; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); - ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); - ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); - ImGui::Indent(); - - ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); - ImGui::Indent(); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::Unindent(); - - ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); - ImGui::Indent(); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); - ImGui::Unindent(); - - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); - ImGui::Unindent(); - - ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); - ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); - ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); - ImGui::Checkbox("Display headers", &display_headers); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); - PopStyleCompact(); - - if (ImGui::BeginTable("table1", 3, flags)) - { - // Display headers so we can inspect their interaction with borders. - // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) - if (display_headers) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableHeadersRow(); - } - - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - char buf[32]; - sprintf(buf, "Hello %d,%d", column, row); - if (contents_type == CT_Text) - ImGui::TextUnformatted(buf); - else if (contents_type) - ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); - if (ImGui::TreeNode("Resizable, stretch")) - { - // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" - // Each columns maintain a sizing weight, and they will occupy all available width. - static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); - ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); - PopStyleCompact(); - - if (ImGui::BeginTable("table1", 3, flags)) - { - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Hello %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); - if (ImGui::TreeNode("Resizable, fixed")) - { - // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) - // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) - // If there is not enough available width to fit all columns, they will however be resized down. - // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings - HelpMarker( - "Using _Resizable + _SizingFixedFit flags.\n" - "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" - "Double-click a column border to auto-fit the column to its contents."); - PushStyleCompact(); - static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); - PopStyleCompact(); - - if (ImGui::BeginTable("table1", 3, flags)) - { - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Hello %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); - if (ImGui::TreeNode("Resizable, mixed")) - { - HelpMarker( - "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" - "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); - static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; - - if (ImGui::BeginTable("table1", 3, flags)) - { - ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); - ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); - ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); - ImGui::TableHeadersRow(); - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); - } - } - ImGui::EndTable(); - } - if (ImGui::BeginTable("table2", 6, flags)) - { - ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); - ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); - ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); - ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); - ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); - ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); - ImGui::TableHeadersRow(); - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 6; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); - if (ImGui::TreeNode("Reorderable, hideable, with headers")) - { - HelpMarker( - "Click and drag column headers to reorder columns.\n\n" - "Right-click on a header to open a context menu."); - static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); - PopStyleCompact(); - - if (ImGui::BeginTable("table1", 3, flags)) - { - // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. - // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableHeadersRow(); - for (int row = 0; row < 6; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Hello %d,%d", column, row); - } - } - ImGui::EndTable(); - } - - // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) - if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableHeadersRow(); - for (int row = 0; row < 6; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Fixed %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Padding"); - if (ImGui::TreeNode("Padding")) - { - // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. - // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. - HelpMarker( - "We often want outer padding activated when any using features which makes the edges of a column visible:\n" - "e.g.:\n" - "- BorderOuterV\n" - "- any form of row selection\n" - "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" - "Actual padding values are using style.CellPadding.\n\n" - "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); - - static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); - ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); - ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); - ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); - ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); - ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); - static bool show_headers = false; - ImGui::Checkbox("show_headers", &show_headers); - PopStyleCompact(); - - if (ImGui::BeginTable("table_padding", 3, flags1)) - { - if (show_headers) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableHeadersRow(); - } - - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - if (row == 0) - { - ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); - } - else - { - char buf[32]; - sprintf(buf, "Hello %d,%d", column, row); - ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); - } - //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) - // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); - } - } - ImGui::EndTable(); - } - - // Second example: set style.CellPadding to (0.0) or a custom value. - // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... - HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); - static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; - static ImVec2 cell_padding(0.0f, 0.0f); - static bool show_widget_frame_bg = true; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); - ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); - ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); - ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); - PopStyleCompact(); - - ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); - if (ImGui::BeginTable("table_padding_2", 3, flags2)) - { - static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells - static bool init = true; - if (!show_widget_frame_bg) - ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); - for (int cell = 0; cell < 3 * 5; cell++) - { - ImGui::TableNextColumn(); - if (init) - strcpy(text_bufs[cell], "edit me"); - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::PushID(cell); - ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); - ImGui::PopID(); - } - if (!show_widget_frame_bg) - ImGui::PopStyleColor(); - init = false; - ImGui::EndTable(); - } - ImGui::PopStyleVar(); - - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Explicit widths"); - if (ImGui::TreeNode("Sizing policies")) - { - static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); - PopStyleCompact(); - - static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; - for (int table_n = 0; table_n < 4; table_n++) - { - ImGui::PushID(table_n); - ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); - EditTableSizingFlags(&sizing_policy_flags[table_n]); - - // To make it easier to understand the different sizing policy, - // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. - if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) - { - for (int row = 0; row < 3; row++) - { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); ImGui::Text("Oh dear"); - ImGui::TableNextColumn(); ImGui::Text("Oh dear"); - ImGui::TableNextColumn(); ImGui::Text("Oh dear"); - } - ImGui::EndTable(); - } - if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) - { - for (int row = 0; row < 3; row++) - { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); ImGui::Text("AAAA"); - ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); - ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); - } - ImGui::EndTable(); - } - ImGui::PopID(); - } - - ImGui::Spacing(); - ImGui::TextUnformatted("Advanced"); - ImGui::SameLine(); - HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); - - enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; - static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; - static int contents_type = CT_ShowWidth; - static int column_count = 3; - - PushStyleCompact(); - ImGui::PushID("Advanced"); - ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); - EditTableSizingFlags(&flags); - ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); - if (contents_type == CT_FillButton) - { - ImGui::SameLine(); - HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); - } - ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); - ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); - ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); - ImGui::PopItemWidth(); - ImGui::PopID(); - PopStyleCompact(); - - if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) - { - for (int cell = 0; cell < 10 * column_count; cell++) - { - ImGui::TableNextColumn(); - int column = ImGui::TableGetColumnIndex(); - int row = ImGui::TableGetRowIndex(); - - ImGui::PushID(cell); - char label[32]; - static char text_buf[32] = ""; - sprintf(label, "Hello %d,%d", column, row); - switch (contents_type) - { - case CT_ShortText: ImGui::TextUnformatted(label); break; - case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; - case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; - case CT_Button: ImGui::Button(label); break; - case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; - case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; - } - ImGui::PopID(); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); - if (ImGui::TreeNode("Vertical scrolling, with clipping")) - { - HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); - static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); - PopStyleCompact(); - - // When using ScrollX or ScrollY we need to specify a size for our table container! - // Otherwise by default the table will fit all available space, like a BeginChild() call. - ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); - if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) - { - ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible - ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); - ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); - ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); - ImGui::TableHeadersRow(); - - // Demonstrate using clipper for large vertical lists - ImGuiListClipper clipper; - clipper.Begin(1000); - while (clipper.Step()) - { - for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Hello %d,%d", column, row); - } - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); - if (ImGui::TreeNode("Horizontal scrolling")) - { - HelpMarker( - "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " - "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" - "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," - "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); - static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; - static int freeze_cols = 1; - static int freeze_rows = 1; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); - ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); - ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); - ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); - ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); - PopStyleCompact(); - - // When using ScrollX or ScrollY we need to specify a size for our table container! - // Otherwise by default the table will fit all available space, like a BeginChild() call. - ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); - if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) - { - ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); - ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableSetupColumn("Four"); - ImGui::TableSetupColumn("Five"); - ImGui::TableSetupColumn("Six"); - ImGui::TableHeadersRow(); - for (int row = 0; row < 20; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 7; column++) - { - // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. - // Because here we know that: - // - A) all our columns are contributing the same to row height - // - B) column 0 is always visible, - // We only always submit this one column and can skip others. - // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). - if (!ImGui::TableSetColumnIndex(column) && column > 0) - continue; - if (column == 0) - ImGui::Text("Line %d", row); - else - ImGui::Text("Hello world %d,%d", column, row); - } - } - ImGui::EndTable(); - } - - ImGui::Spacing(); - ImGui::TextUnformatted("Stretch + ScrollX"); - ImGui::SameLine(); - HelpMarker( - "Showcase using Stretch columns + ScrollX together: " - "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" - "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); - static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; - static float inner_width = 1000.0f; - PushStyleCompact(); - ImGui::PushID("flags3"); - ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); - ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); - ImGui::PopItemWidth(); - ImGui::PopID(); - PopStyleCompact(); - if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) - { - for (int cell = 0; cell < 20 * 7; cell++) - { - ImGui::TableNextColumn(); - ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Columns flags"); - if (ImGui::TreeNode("Columns flags")) - { - // Create a first table just to show all the options/flags we want to make visible in our example! - const int column_count = 3; - const char* column_names[column_count] = { "One", "Two", "Three" }; - static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; - static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() - - if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) - { - PushStyleCompact(); - for (int column = 0; column < column_count; column++) - { - ImGui::TableNextColumn(); - ImGui::PushID(column); - ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation - ImGui::Text("'%s'", column_names[column]); - ImGui::Spacing(); - ImGui::Text("Input flags:"); - EditTableColumnsFlags(&column_flags[column]); - ImGui::Spacing(); - ImGui::Text("Output flags:"); - ShowTableColumnsStatusFlags(column_flags_out[column]); - ImGui::PopID(); - } - PopStyleCompact(); - ImGui::EndTable(); - } - - // Create the real table we care about for the example! - // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in - // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) - const ImGuiTableFlags flags - = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY - | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV - | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; - ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); - if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) - { - for (int column = 0; column < column_count; column++) - ImGui::TableSetupColumn(column_names[column], column_flags[column]); - ImGui::TableHeadersRow(); - for (int column = 0; column < column_count; column++) - column_flags_out[column] = ImGui::TableGetColumnFlags(column); - float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); - for (int row = 0; row < 8; row++) - { - ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. - ImGui::TableNextRow(); - for (int column = 0; column < column_count; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); - } - } - ImGui::Unindent(indent_step * 8.0f); - - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Columns widths"); - if (ImGui::TreeNode("Columns widths")) - { - HelpMarker("Using TableSetupColumn() to setup default width."); - - static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); - PopStyleCompact(); - if (ImGui::BeginTable("table1", 3, flags1)) - { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. - ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f - ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f - ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto - ImGui::TableHeadersRow(); - for (int row = 0; row < 4; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableSetColumnIndex(column); - if (row == 0) - ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); - else - ImGui::Text("Hello %d,%d", column, row); - } - } - ImGui::EndTable(); - } - - HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); - - static ImGuiTableFlags flags2 = ImGuiTableFlags_None; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); - PopStyleCompact(); - if (ImGui::BeginTable("table2", 4, flags2)) - { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. - ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); - ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); - ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); - ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 4; column++) - { - ImGui::TableSetColumnIndex(column); - if (row == 0) - ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); - else - ImGui::Text("Hello %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Nested tables"); - if (ImGui::TreeNode("Nested tables")) - { - HelpMarker("This demonstrate embedding a table into another table cell."); - - if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) - { - ImGui::TableSetupColumn("A0"); - ImGui::TableSetupColumn("A1"); - ImGui::TableHeadersRow(); - - ImGui::TableNextColumn(); - ImGui::Text("A0 Row 0"); - { - float rows_height = TEXT_BASE_HEIGHT * 2; - if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) - { - ImGui::TableSetupColumn("B0"); - ImGui::TableSetupColumn("B1"); - ImGui::TableHeadersRow(); - - ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); - ImGui::TableNextColumn(); - ImGui::Text("B0 Row 0"); - ImGui::TableNextColumn(); - ImGui::Text("B1 Row 0"); - ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); - ImGui::TableNextColumn(); - ImGui::Text("B0 Row 1"); - ImGui::TableNextColumn(); - ImGui::Text("B1 Row 1"); - - ImGui::EndTable(); - } - } - ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); - ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); - ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Row height"); - if (ImGui::TreeNode("Row height")) - { - HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); - if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) - { - for (int row = 0; row < 10; row++) - { - float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); - ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); - ImGui::TableNextColumn(); - ImGui::Text("min_row_height = %.2f", min_row_height); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Outer size"); - if (ImGui::TreeNode("Outer size")) - { - // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY - // Important to that note how the two flags have slightly different behaviors! - ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); - PushStyleCompact(); - static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); - ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); - ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); - PopStyleCompact(); - - ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); - if (ImGui::BeginTable("table1", 3, flags, outer_size)) - { - for (int row = 0; row < 10; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableNextColumn(); - ImGui::Text("Cell %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::SameLine(); - ImGui::Text("Hello!"); - - ImGui::Spacing(); - - ImGui::Text("Using explicit size:"); - if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) - { - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - ImGui::TableNextColumn(); - ImGui::Text("Cell %d,%d", column, row); - } - } - ImGui::EndTable(); - } - ImGui::SameLine(); - if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) - { - for (int row = 0; row < 3; row++) - { - ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); - for (int column = 0; column < 3; column++) - { - ImGui::TableNextColumn(); - ImGui::Text("Cell %d,%d", column, row); - } - } - ImGui::EndTable(); - } - - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Background color"); - if (ImGui::TreeNode("Background color")) - { - static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; - static int row_bg_type = 1; - static int row_bg_target = 1; - static int cell_bg_type = 1; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); - ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); - ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); - ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); - ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); - ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); - IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); - IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); - IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); - PopStyleCompact(); - - if (ImGui::BeginTable("table1", 5, flags)) - { - for (int row = 0; row < 6; row++) - { - ImGui::TableNextRow(); - - // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' - // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. - if (row_bg_type != 0) - { - ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? - ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); - } - - // Fill cells - for (int column = 0; column < 5; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("%c%c", 'A' + row, '0' + column); - - // Change background of Cells B1->C2 - // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' - // (the CellBg color will be blended over the RowBg and ColumnBg colors) - // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. - if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) - { - ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); - ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); - } - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Tree view"); - if (ImGui::TreeNode("Tree view")) - { - static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; - - if (ImGui::BeginTable("3ways", 3, flags)) - { - // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); - ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); - ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); - ImGui::TableHeadersRow(); - - // Simple storage to output a dummy file-system. - struct MyTreeNode - { - const char* Name; - const char* Type; - int Size; - int ChildIdx; - int ChildCount; - static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) - { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - const bool is_folder = (node->ChildCount > 0); - if (is_folder) - { - bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::TableNextColumn(); - ImGui::TextDisabled("--"); - ImGui::TableNextColumn(); - ImGui::TextUnformatted(node->Type); - if (open) - { - for (int child_n = 0; child_n < node->ChildCount; child_n++) - DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); - ImGui::TreePop(); - } - } - else - { - ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::TableNextColumn(); - ImGui::Text("%d", node->Size); - ImGui::TableNextColumn(); - ImGui::TextUnformatted(node->Type); - } - } - }; - static const MyTreeNode nodes[] = - { - { "Root", "Folder", -1, 1, 3 }, // 0 - { "Music", "Folder", -1, 4, 2 }, // 1 - { "Textures", "Folder", -1, 6, 3 }, // 2 - { "desktop.ini", "System file", 1024, -1,-1 }, // 3 - { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 - { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 - { "Image001.png", "Image file", 203128, -1,-1 }, // 6 - { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 - { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 - }; - - MyTreeNode::DisplayNode(&nodes[0], nodes); - - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Item width"); - if (ImGui::TreeNode("Item width")) - { - HelpMarker( - "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" - "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); - if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) - { - ImGui::TableSetupColumn("small"); - ImGui::TableSetupColumn("half"); - ImGui::TableSetupColumn("right-align"); - ImGui::TableHeadersRow(); - - for (int row = 0; row < 3; row++) - { - ImGui::TableNextRow(); - if (row == 0) - { - // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) - ImGui::TableSetColumnIndex(0); - ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small - ImGui::TableSetColumnIndex(1); - ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); - ImGui::TableSetColumnIndex(2); - ImGui::PushItemWidth(-FLT_MIN); // Right-aligned - } - - // Draw our contents - static float dummy_f = 0.0f; - ImGui::PushID(row); - ImGui::TableSetColumnIndex(0); - ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); - ImGui::TableSetColumnIndex(1); - ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); - ImGui::TableSetColumnIndex(2); - ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f); - ImGui::PopID(); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - // Demonstrate using TableHeader() calls instead of TableHeadersRow() - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Custom headers"); - if (ImGui::TreeNode("Custom headers")) - { - const int COLUMNS_COUNT = 3; - if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) - { - ImGui::TableSetupColumn("Apricot"); - ImGui::TableSetupColumn("Banana"); - ImGui::TableSetupColumn("Cherry"); - - // Dummy entire-column selection storage - // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. - static bool column_selected[3] = {}; - - // Instead of calling TableHeadersRow() we'll submit custom headers ourselves - ImGui::TableNextRow(ImGuiTableRowFlags_Headers); - for (int column = 0; column < COLUMNS_COUNT; column++) - { - ImGui::TableSetColumnIndex(column); - const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() - ImGui::PushID(column); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); - ImGui::Checkbox("##checkall", &column_selected[column]); - ImGui::PopStyleVar(); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::TableHeader(column_name); - ImGui::PopID(); - } - - for (int row = 0; row < 5; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < 3; column++) - { - char buf[32]; - sprintf(buf, "Cell %d,%d", column, row); - ImGui::TableSetColumnIndex(column); - ImGui::Selectable(buf, column_selected[column]); - } - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Context menus"); - if (ImGui::TreeNode("Context menus")) - { - HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); - static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; - - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); - PopStyleCompact(); - - // Context Menus: first example - // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. - // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) - const int COLUMNS_COUNT = 3; - if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - - // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. - ImGui::TableHeadersRow(); - - // Submit dummy contents - for (int row = 0; row < 4; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < COLUMNS_COUNT; column++) - { - ImGui::TableSetColumnIndex(column); - ImGui::Text("Cell %d,%d", column, row); - } - } - ImGui::EndTable(); - } - - // Context Menus: second example - // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. - // [2.2] Right-click on the ".." to open a custom popup - // [2.3] Right-click in columns to open another custom popup - HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); - ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; - if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - - // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. - ImGui::TableHeadersRow(); - for (int row = 0; row < 4; row++) - { - ImGui::TableNextRow(); - for (int column = 0; column < COLUMNS_COUNT; column++) - { - // Submit dummy contents - ImGui::TableSetColumnIndex(column); - ImGui::Text("Cell %d,%d", column, row); - ImGui::SameLine(); - - // [2.2] Right-click on the ".." to open a custom popup - ImGui::PushID(row * COLUMNS_COUNT + column); - ImGui::SmallButton(".."); - if (ImGui::BeginPopupContextItem()) - { - ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - ImGui::PopID(); - } - } - - // [2.3] Right-click anywhere in columns to open another custom popup - // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup - // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) - int hovered_column = -1; - for (int column = 0; column < COLUMNS_COUNT + 1; column++) - { - ImGui::PushID(column); - if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) - hovered_column = column; - if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) - ImGui::OpenPopup("MyPopup"); - if (ImGui::BeginPopup("MyPopup")) - { - if (column == COLUMNS_COUNT) - ImGui::Text("This is a custom popup for unused space after the last column."); - else - ImGui::Text("This is a custom popup for Column %d", column); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - ImGui::PopID(); - } - - ImGui::EndTable(); - ImGui::Text("Hovered column: %d", hovered_column); - } - ImGui::TreePop(); - } - - // Demonstrate creating multiple tables with the same ID - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Synced instances"); - if (ImGui::TreeNode("Synced instances")) - { - HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); - for (int n = 0; n < 3; n++) - { - char buf[32]; - sprintf(buf, "Synced Table %d", n); - bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); - if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) - { - ImGui::TableSetupColumn("One"); - ImGui::TableSetupColumn("Two"); - ImGui::TableSetupColumn("Three"); - ImGui::TableHeadersRow(); - for (int cell = 0; cell < 9; cell++) - { - ImGui::TableNextColumn(); - ImGui::Text("this cell %d", cell); - } - ImGui::EndTable(); - } - } - ImGui::TreePop(); - } - - // Demonstrate using Sorting facilities - // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. - // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) - static const char* template_items_names[] = - { - "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", - "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" - }; - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Sorting"); - if (ImGui::TreeNode("Sorting")) - { - // Create item list - static ImVector items; - if (items.Size == 0) - { - items.resize(50, MyItem()); - for (int n = 0; n < items.Size; n++) - { - const int template_n = n % IM_ARRAYSIZE(template_items_names); - MyItem& item = items[n]; - item.ID = n; - item.Name = template_items_names[template_n]; - item.Quantity = (n * n - n) % 20; // Assign default quantities - } - } - - // Options - static ImGuiTableFlags flags = - ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti - | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody - | ImGuiTableFlags_ScrollY; - PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); - ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); - ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); - ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); - PopStyleCompact(); - - if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) - { - // Declare columns - // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. - // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! - // Demonstrate using a mixture of flags among available sort-related flags: - // - ImGuiTableColumnFlags_DefaultSort - // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending - // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending - ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); - ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible - ImGui::TableHeadersRow(); - - // Sort our data if sort specs have been changed! - if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs()) - if (sorts_specs->SpecsDirty) - { - MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. - if (items.Size > 1) - qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); - MyItem::s_current_sort_specs = NULL; - sorts_specs->SpecsDirty = false; - } - - // Demonstrate using clipper for large vertical lists - ImGuiListClipper clipper; - clipper.Begin(items.Size); - while (clipper.Step()) - for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) - { - // Display a data item - MyItem* item = &items[row_n]; - ImGui::PushID(item->ID); - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Text("%04d", item->ID); - ImGui::TableNextColumn(); - ImGui::TextUnformatted(item->Name); - ImGui::TableNextColumn(); - ImGui::SmallButton("None"); - ImGui::TableNextColumn(); - ImGui::Text("%d", item->Quantity); - ImGui::PopID(); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - // In this example we'll expose most table flags and settings. - // For specific flags and settings refer to the corresponding section for more detailed explanation. - // This section is mostly useful to experiment with combining certain flags or settings with each others. - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] - if (open_action != -1) - ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Advanced"); - if (ImGui::TreeNode("Advanced")) - { - static ImGuiTableFlags flags = - ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable - | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti - | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody - | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY - | ImGuiTableFlags_SizingFixedFit; - - enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; - static int contents_type = CT_SelectableSpanRow; - const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; - static int freeze_cols = 1; - static int freeze_rows = 1; - static int items_count = IM_ARRAYSIZE(template_items_names) * 2; - static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); - static float row_min_height = 0.0f; // Auto - static float inner_width_with_scroll = 0.0f; // Auto-extend - static bool outer_size_enabled = true; - static bool show_headers = true; - static bool show_wrapped_text = false; - //static ImGuiTextFilter filter; - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing - if (ImGui::TreeNode("Options")) - { - // Make the UI compact because there are so many fields - PushStyleCompact(); - ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); - - if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); - ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); - ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); - ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) - { - EditTableSizingFlags(&flags); - ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); - ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); - ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); - ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); - ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); - ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); - ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); - ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); - ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); - ImGui::SameLine(); - ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); - ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); - ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); - ImGui::SameLine(); - ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); - ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); - ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); - ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); - ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); - ImGui::TreePop(); - } - - if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) - { - ImGui::Checkbox("show_headers", &show_headers); - ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); - - ImGui::DragFloat2("##OuterSize", &outer_size_value.x); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Checkbox("outer_size", &outer_size_enabled); - ImGui::SameLine(); - HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" - "- The table is output directly in the parent window.\n" - "- OuterSize.x < 0.0f will right-align the table.\n" - "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" - "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); - - // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. - // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. - ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); - - ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); - ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); - - ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); - ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); - //filter.Draw("filter"); - ImGui::TreePop(); - } - - ImGui::PopItemWidth(); - PopStyleCompact(); - ImGui::Spacing(); - ImGui::TreePop(); - } - - // Update item list if we changed the number of items - static ImVector items; - static ImVector selection; - static bool items_need_sort = false; - if (items.Size != items_count) - { - items.resize(items_count, MyItem()); - for (int n = 0; n < items_count; n++) - { - const int template_n = n % IM_ARRAYSIZE(template_items_names); - MyItem& item = items[n]; - item.ID = n; - item.Name = template_items_names[template_n]; - item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities - } - } - - const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); - const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; - ImVec2 table_scroll_cur, table_scroll_max; // For debug display - const ImDrawList* table_draw_list = NULL; // " - - // Submit table - const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; - if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) - { - // Declare columns - // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. - // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! - ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); - ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); - ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); - ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); - - // Sort our data if sort specs have been changed! - ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs(); - if (sorts_specs && sorts_specs->SpecsDirty) - items_need_sort = true; - if (sorts_specs && items_need_sort && items.Size > 1) - { - MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. - qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); - MyItem::s_current_sort_specs = NULL; - sorts_specs->SpecsDirty = false; - } - items_need_sort = false; - - // Take note of whether we are currently sorting based on the Quantity field, - // we will use this to trigger sorting when we know the data of this column has been modified. - const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; - - // Show headers - if (show_headers) - ImGui::TableHeadersRow(); - - // Show data - // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? - ImGui::PushButtonRepeat(true); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n" + "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders. + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," + "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in + // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f)); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags); + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? + ImGui::PushButtonRepeat(true); #if 1 - // Demonstrate using clipper for large vertical lists - ImGuiListClipper clipper; - clipper.Begin(items.Size); - while (clipper.Step()) - { - for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) #else - // Without clipper - { - for (int row_n = 0; row_n < items.Size; row_n++) + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) #endif - { - MyItem* item = &items[row_n]; - //if (!filter.PassFilter(item->Name)) - // continue; - - const bool item_is_selected = selection.contains(item->ID); - ImGui::PushID(item->ID); - ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); - - // For the demo purpose we can select among different type of items submitted in the first column - ImGui::TableSetColumnIndex(0); - char label[32]; - sprintf(label, "%04d", item->ID); - if (contents_type == CT_Text) - ImGui::TextUnformatted(label); - else if (contents_type == CT_Button) - ImGui::Button(label); - else if (contents_type == CT_SmallButton) - ImGui::SmallButton(label); - else if (contents_type == CT_FillButton) - ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); - else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) - { - ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; - if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) - { - if (ImGui::GetIO().KeyCtrl) - { - if (item_is_selected) - selection.find_erase_unsorted(item->ID); - else - selection.push_back(item->ID); - } - else - { - selection.clear(); - selection.push_back(item->ID); - } - } - } - - if (ImGui::TableSetColumnIndex(1)) - ImGui::TextUnformatted(item->Name); - - // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, - // and we are currently sorting on the column showing the Quantity. - // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. - // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. - if (ImGui::TableSetColumnIndex(2)) - { - if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } - if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } - ImGui::SameLine(); - if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } - if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } - } - - if (ImGui::TableSetColumnIndex(3)) - ImGui::Text("%d", item->Quantity); - - ImGui::TableSetColumnIndex(4); - if (show_wrapped_text) - ImGui::TextWrapped("Lorem ipsum dolor sit amet"); - else - ImGui::Text("Lorem ipsum dolor sit amet"); - - if (ImGui::TableSetColumnIndex(5)) - ImGui::Text("1234"); - - ImGui::PopID(); - } - } - ImGui::PopButtonRepeat(); - - // Store some info to display debug details below - table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); - table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); - table_draw_list = ImGui::GetWindowDrawList(); - ImGui::EndTable(); - } - static bool show_debug_details = false; - ImGui::Checkbox("Debug details", &show_debug_details); - if (show_debug_details && table_draw_list) - { - ImGui::SameLine(0.0f, 0.0f); - const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; - if (table_draw_list == parent_draw_list) - ImGui::Text(": DrawCmd: +%d (in same window)", - table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); - else - ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", - table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); - } - ImGui::TreePop(); - } - - ImGui::PopID(); - - ShowDemoWindowColumns(); - - if (disable_indent) - ImGui::PopStyleVar(); - } + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + ImGui::PopButtonRepeat(); + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} // Demonstrate old/legacy Columns API! // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] static void ShowDemoWindowColumns() { - IMGUI_DEMO_MARKER("Columns (legacy API)"); - bool open = ImGui::TreeNode("Legacy Columns API"); - ImGui::SameLine(); - HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); - if (!open) - return; - - // Basic columns - IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); - if (ImGui::TreeNode("Basic")) - { - ImGui::Text("Without border:"); - ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border - ImGui::Separator(); - for (int n = 0; n < 14; n++) - { - char label[32]; - sprintf(label, "Item %d", n); - if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} - ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::Separator(); - - ImGui::Text("With border:"); - ImGui::Columns(4, "mycolumns"); // 4-ways, with border - ImGui::Separator(); - ImGui::Text("ID"); ImGui::NextColumn(); - ImGui::Text("Name"); ImGui::NextColumn(); - ImGui::Text("Path"); ImGui::NextColumn(); - ImGui::Text("Hovered"); ImGui::NextColumn(); - ImGui::Separator(); - const char* names[3] = { "One", "Two", "Three" }; - const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; - static int selected = -1; - for (int i = 0; i < 3; i++) - { - char label[32]; - sprintf(label, "%04d", i); - if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) - selected = i; - bool hovered = ImGui::IsItemHovered(); - ImGui::NextColumn(); - ImGui::Text(names[i]); ImGui::NextColumn(); - ImGui::Text(paths[i]); ImGui::NextColumn(); - ImGui::Text("%d", hovered); ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); - if (ImGui::TreeNode("Borders")) - { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - static int columns_count = 4; - const int lines_count = 3; - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); - if (columns_count < 2) - columns_count = 2; - ImGui::SameLine(); - ImGui::Checkbox("horizontal", &h_borders); - ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(columns_count, NULL, v_borders); - for (int i = 0; i < columns_count * lines_count; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); - ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); - ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); - ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); - ImGui::Text("Long text that is likely to clip"); - ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); - } - - // Create multiple items in a same cell before switching to next column - IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); - if (ImGui::TreeNode("Mixed items")) - { - ImGui::Columns(3, "mixed"); - ImGui::Separator(); - - ImGui::Text("Hello"); - ImGui::Button("Banana"); - ImGui::NextColumn(); - - ImGui::Text("ImGui"); - ImGui::Button("Apple"); - static float foo = 1.0f; - ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); - ImGui::Text("An extra line here."); - ImGui::NextColumn(); - - ImGui::Text("Sailor"); - ImGui::Button("Corniflower"); - static float bar = 1.0f; - ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); - ImGui::NextColumn(); - - if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); - } - - // Word wrapping - IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); - if (ImGui::TreeNode("Word-wrapping")) - { - ImGui::Columns(2, "word-wrapping"); - ImGui::Separator(); - ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); - ImGui::TextWrapped("Hello Left"); - ImGui::NextColumn(); - ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); - ImGui::TextWrapped("Hello Right"); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); - if (ImGui::TreeNode("Horizontal Scrolling")) - { - ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); - ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); - ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); - ImGui::Columns(10); - - // Also demonstrate using clipper for large vertical lists - int ITEMS_COUNT = 2000; - ImGuiListClipper clipper; - clipper.Begin(ITEMS_COUNT); - while (clipper.Step()) - { - for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - for (int j = 0; j < 10; j++) - { - ImGui::Text("Line %d Column %d...", i, j); - ImGui::NextColumn(); - } - } - ImGui::Columns(1); - ImGui::EndChild(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); - if (ImGui::TreeNode("Tree")) - { - ImGui::Columns(2, "tree", true); - for (int x = 0; x < 3; x++) - { - bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); - ImGui::NextColumn(); - ImGui::Text("Node contents"); - ImGui::NextColumn(); - if (open1) - { - for (int y = 0; y < 3; y++) - { - bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); - ImGui::NextColumn(); - ImGui::Text("Node contents"); - if (open2) - { - ImGui::Text("Even more contents"); - if (ImGui::TreeNode("Tree in column")) - { - ImGui::Text("The quick brown fox jumps over the lazy dog"); - ImGui::TreePop(); - } - } - ImGui::NextColumn(); - if (open2) - ImGui::TreePop(); - } - ImGui::TreePop(); - } - } - ImGui::Columns(1); - ImGui::TreePop(); - } - - ImGui::TreePop(); + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); } -namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } - -static void ShowDemoWindowMisc() +static void ShowDemoWindowInputs() { - IMGUI_DEMO_MARKER("Filtering"); - if (ImGui::CollapsingHeader("Filtering")) - { - // Helper class to easy setup a text filter. - // You may want to implement a more feature-full filtering scheme in your own application. - static ImGuiTextFilter filter; - ImGui::Text("Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); - filter.Draw(); - const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; - for (int i = 0; i < IM_ARRAYSIZE(lines); i++) - if (filter.PassFilter(lines[i])) - ImGui::BulletText("%s", lines[i]); - } - - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus"); - if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) - { - ImGuiIO& io = ImGui::GetIO(); - - // Display ImGuiIO output flags - ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); - ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); - ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); - ImGui::Text("WantTextInput: %d", io.WantTextInput); - ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); - ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); - - // Display Mouse state - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); - if (ImGui::TreeNode("Mouse State")) - { - if (ImGui::IsMousePosValid()) - ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); - else - ImGui::Text("Mouse pos: "); - ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - - int count = IM_ARRAYSIZE(io.MouseDown); - ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } - ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } - ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused - ImGui::TreePop(); - } - - // Display Keyboard/Mouse state - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); - if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) - { - // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. - // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Inputs")) + { + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; - const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; #else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array - const ImGuiKey key_first = 0; + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + ImGuiKey start_key = (ImGuiKey)0; #endif - ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } - ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } - ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } - ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); - ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. - ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } - ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } - - // Draw an arbitrary US keyboard layout to visualize translated keys - { - const ImVec2 key_size = ImVec2(35.0f, 35.0f); - const float key_rounding = 3.0f; - const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); - const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); - const float key_face_rounding = 2.0f; - const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); - const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); - const float key_row_offset = 9.0f; - - ImVec2 board_min = ImGui::GetCursorScreenPos(); - ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); - ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); - - struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; - const KeyLayoutData keys_to_display[] = - { - { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, - { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, - { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } - }; - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->PushClipRect(board_min, board_max, true); - for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) - { - const KeyLayoutData* key_data = &keys_to_display[n]; - ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); - ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); - draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); - draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); - ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); - ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); - draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); - draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); - ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); - draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); - if (ImGui::IsKeyDown(key_data->Key)) - draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); - } - draw_list->PopClipRect(); - ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); - } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Capture override")) - { - ImGui::Button("Hovering me sets the\nkeyboard capture flag"); - if (ImGui::IsItemHovered()) - ImGui::CaptureKeyboardFromApp(true); - ImGui::SameLine(); - ImGui::Button("Holding me clears the\nthe keyboard capture flag"); - if (ImGui::IsItemActive()) - ImGui::CaptureKeyboardFromApp(false); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing"); - if (ImGui::TreeNode("Tabbing")) - { - ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); - static char buf[32] = "hello"; - ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); - ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); - ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); - ImGui::PushAllowKeyboardFocus(false); - ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); - ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopAllowKeyboardFocus(); - ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code"); - if (ImGui::TreeNode("Focus from code")) - { - bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); - bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); - bool focus_3 = ImGui::Button("Focus on 3"); - int has_focus = 0; - static char buf[128] = "click on a button to set focus"; - - if (focus_1) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) has_focus = 1; - - if (focus_2) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) has_focus = 2; - - ImGui::PushAllowKeyboardFocus(false); - if (focus_3) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) has_focus = 3; - ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopAllowKeyboardFocus(); - - if (has_focus) - ImGui::Text("Item with focus: %d", has_focus); - else - ImGui::Text("Item with focus: "); - - // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item - static float f3[3] = { 0.0f, 0.0f, 0.0f }; - int focus_ahead = -1; - if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); - if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); - if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } - if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); - ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); - - ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging"); - if (ImGui::TreeNode("Dragging")) - { - ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); - for (int button = 0; button < 3; button++) - { - ImGui::Text("IsMouseDragging(%d):", button); - ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); - ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); - ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); - } - - ImGui::Button("Drag Me"); - if (ImGui::IsItemActive()) - ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor - - // Drag operations gets "unlocked" when the mouse has moved past a certain threshold - // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher - // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). - ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); - ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); - ImVec2 mouse_delta = io.MouseDelta; - ImGui::Text("GetMouseDragDelta(0):"); - ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); - ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); - ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors"); - if (ImGui::TreeNode("Mouse cursors")) - { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); - - ImGuiMouseCursor current = ImGui::GetMouseCursor(); - ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); - ImGui::Text("Hover to see mouse cursors:"); - ImGui::SameLine(); HelpMarker( - "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " - "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " - "otherwise your backend needs to handle it."); - for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) - { - char label[32]; - sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); - ImGui::Bullet(); ImGui::Selectable(label, false); - if (ImGui::IsItemHovered()) - ImGui::SetMouseCursor(i); - } - ImGui::TreePop(); - } - } + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Outputs")) + { + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushTabStop(false); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopTabStop(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushTabStop(false); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopTabStop(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } } //----------------------------------------------------------------------------- @@ -6100,163 +6351,167 @@ static void ShowDemoWindowMisc() void ImGui::ShowAboutWindow(bool* p_open) { - if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) - { - ImGui::End(); - return; - } - IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); - ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); - ImGui::Separator(); - ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); - ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); - - static bool show_config_info = false; - ImGui::Checkbox("Config/Build Information", &show_config_info); - if (show_config_info) - { - ImGuiIO& io = ImGui::GetIO(); - ImGuiStyle& style = ImGui::GetStyle(); - - bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); - ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); - ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); - if (copy_to_clipboard) - { - ImGui::LogToClipboard(); - ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub - } - - ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); - ImGui::Separator(); - ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); - ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider sponsoring the project!"); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); #endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_FILE_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS - ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); #endif #ifdef IMGUI_USE_BGRA_PACKED_COLOR - ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); #endif #ifdef _WIN32 - ImGui::Text("define: _WIN32"); + ImGui::Text("define: _WIN32"); #endif #ifdef _WIN64 - ImGui::Text("define: _WIN64"); + ImGui::Text("define: _WIN64"); #endif #ifdef __linux__ - ImGui::Text("define: __linux__"); + ImGui::Text("define: __linux__"); #endif #ifdef __APPLE__ - ImGui::Text("define: __APPLE__"); + ImGui::Text("define: __APPLE__"); #endif #ifdef _MSC_VER - ImGui::Text("define: _MSC_VER=%d", _MSC_VER); + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); #endif #ifdef _MSVC_LANG - ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); #endif #ifdef __MINGW32__ - ImGui::Text("define: __MINGW32__"); + ImGui::Text("define: __MINGW32__"); #endif #ifdef __MINGW64__ - ImGui::Text("define: __MINGW64__"); + ImGui::Text("define: __MINGW64__"); #endif #ifdef __GNUC__ - ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); #endif #ifdef __clang_version__ - ImGui::Text("define: __clang_version__=%s", __clang_version__); + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); #endif #ifdef IMGUI_HAS_VIEWPORT - ImGui::Text("define: IMGUI_HAS_VIEWPORT"); + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); #endif #ifdef IMGUI_HAS_DOCK - ImGui::Text("define: IMGUI_HAS_DOCK"); + ImGui::Text("define: IMGUI_HAS_DOCK"); #endif - ImGui::Separator(); - ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); - ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); - ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); - if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); - if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); - if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); - if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); - if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); - if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); - if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); - if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); - if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); - if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); - if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); - if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); - if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); - if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); - if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); - if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); - ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); - if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); - if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); - if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); - if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); - if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); - if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); - if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); - ImGui::Separator(); - ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); - ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); - ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); - ImGui::Separator(); - ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); - ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); - ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); - ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); - ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); - ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); - ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); - - if (copy_to_clipboard) - { - ImGui::LogText("\n```\n"); - ImGui::LogFinish(); - } - ImGui::EndChildFrame(); - } - ImGui::End(); + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); } //----------------------------------------------------------------------------- @@ -6274,26 +6529,25 @@ namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } // Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. void ImGui::ShowFontSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); - ImFont* font_current = ImGui::GetFont(); - if (ImGui::BeginCombo(label, font_current->GetDebugName())) - { - for (int n = 0; n < io.Fonts->Fonts.Size; n++) - { - ImFont* font = io.Fonts->Fonts[n]; - ImGui::PushID((void*)font); - if (ImGui::Selectable(font->GetDebugName(), font == font_current)) - io.FontDefault = font; - ImGui::PopID(); - } - ImGui::EndCombo(); - } - ImGui::SameLine(); - HelpMarker( - "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" - "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" - "- Read FAQ and docs/FONTS.md for more details.\n" - "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. @@ -6301,266 +6555,333 @@ void ImGui::ShowFontSelector(const char* label) // Useful for quick combo boxes where the choices are known locally. bool ImGui::ShowStyleSelector(const char* label) { - static int style_idx = -1; - if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsDark(); break; - case 1: ImGui::StyleColorsLight(); break; - case 2: ImGui::StyleColorsClassic(); break; - } - return true; - } - return false; + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; } -void ImGui::ShowStyleEditor(ImGuiStyle * ref) +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() { - IMGUI_DEMO_MARKER("Tools/Style Editor"); - // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to - // (without a reference style pointer, we will use one compared locally as a reference) - ImGuiStyle& style = ImGui::GetStyle(); - static ImGuiStyle ref_saved_style; - - // Default to using internal storage as reference - static bool init = true; - if (init && ref == NULL) - ref_saved_style = style; - init = false; - if (ref == NULL) - ref = &ref_saved_style; - - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); - - if (ImGui::ShowStyleSelector("Colors##Selector")) - ref_saved_style = style; - ImGui::ShowFontSelector("Fonts##Selector"); - - // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) - if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) - style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding - { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } - - // Save/Revert button - if (ImGui::Button("Save Ref")) - *ref = ref_saved_style = style; - ImGui::SameLine(); - if (ImGui::Button("Revert Ref")) - style = *ref; - ImGui::SameLine(); - HelpMarker( - "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " - "Use \"Export\" below to save them somewhere."); - - ImGui::Separator(); - - if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) - { - if (ImGui::BeginTabItem("Sizes")) - { - ImGui::Text("Main"); - ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); - ImGui::Text("Borders"); - ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::Text("Rounding"); - ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::Text("Alignment"); - ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); - int window_menu_button_position = style.WindowMenuButtonPosition + 1; - if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) - style.WindowMenuButtonPosition = window_menu_button_position - 1; - ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); - ImGui::Text("Safe Area Padding"); - ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); - ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); - ImGui::EndTabItem(); - } - - if (ImGui::BeginTabItem("Colors")) - { - static int output_dest = 0; - static bool output_only_modified = true; - if (ImGui::Button("Export")) - { - if (output_dest == 0) - ImGui::LogToClipboard(); - else - ImGui::LogToTTY(); - ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); - for (int i = 0; i < ImGuiCol_COUNT; i++) - { - const ImVec4& col = style.Colors[i]; - const char* name = ImGui::GetStyleColorName(i); - if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) - ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, - name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); - } - ImGui::LogFinish(); - } - ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); - ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); - - static ImGuiTextFilter filter; - filter.Draw("Filter colors", ImGui::GetFontSize() * 16); - - static ImGuiColorEditFlags alpha_flags = 0; - if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); - if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); - if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); - HelpMarker( - "In the color list:\n" - "Left-click on color square to open color picker,\n" - "Right-click to open edit options menu."); - - ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); - ImGui::PushItemWidth(-160); - for (int i = 0; i < ImGuiCol_COUNT; i++) - { - const char* name = ImGui::GetStyleColorName(i); - if (!filter.PassFilter(name)) - continue; - ImGui::PushID(i); - ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); - if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) - { - // Tips: in a real user application, you may want to merge and use an icon font into the main font, - // so instead of "Save"/"Revert" you'd use icons! - // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } - } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - ImGui::TextUnformatted(name); - ImGui::PopID(); - } - ImGui::PopItemWidth(); - ImGui::EndChild(); - - ImGui::EndTabItem(); - } - - if (ImGui::BeginTabItem("Fonts")) - { - ImGuiIO& io = ImGui::GetIO(); - ImFontAtlas* atlas = io.Fonts; - HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); - ImGui::ShowFontAtlas(atlas); - - // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. - // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). - const float MIN_SCALE = 0.3f; - const float MAX_SCALE = 2.0f; - HelpMarker( - "Those are old settings provided for convenience.\n" - "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " - "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" - "Using those settings here will give you poor quality results."); - static float window_scale = 1.0f; - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window - ImGui::SetWindowFontScale(window_scale); - ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything - ImGui::PopItemWidth(); - - ImGui::EndTabItem(); - } - - if (ImGui::BeginTabItem("Rendering")) - { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); - ImGui::SameLine(); - HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); - - ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); - ImGui::SameLine(); - HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); - - ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); - if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; - - // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. - ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError, 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); - if (ImGui::IsItemActive()) - { - ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); - ImGui::BeginTooltip(); - ImGui::TextUnformatted("(R = radius, N = number of segments)"); - ImGui::Spacing(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; - for (int n = 0; n < 8; n++) - { - const float RAD_MIN = 5.0f; - const float RAD_MAX = 70.0f; - const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); - - ImGui::BeginGroup(); - - ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); - - const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); - const float offset_x = floorf(canvas_width * 0.5f); - const float offset_y = floorf(RAD_MAX); - - const ImVec2 p1 = ImGui::GetCursorScreenPos(); - draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); - - /* - const ImVec2 p2 = ImGui::GetCursorScreenPos(); - draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); - */ - - ImGui::EndGroup(); - ImGui::SameLine(); - } - ImGui::EndTooltip(); - } - ImGui::SameLine(); - HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); - - ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. - ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); - ImGui::PopItemWidth(); - - ImGui::EndTabItem(); - } - - ImGui::EndTabBar(); - } - - ImGui::PopItemWidth(); + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); } //----------------------------------------------------------------------------- @@ -6576,107 +6897,108 @@ void ImGui::ShowStyleEditor(ImGuiStyle * ref) // - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { - if (ImGui::BeginMainMenuBar()) - { - if (ImGui::BeginMenu("File")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Edit")) - { - if (ImGui::MenuItem("Undo", "CTRL+Z")) {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item - ImGui::Separator(); - if (ImGui::MenuItem("Cut", "CTRL+X")) {} - if (ImGui::MenuItem("Copy", "CTRL+C")) {} - if (ImGui::MenuItem("Paste", "CTRL+V")) {} - ImGui::EndMenu(); - } - ImGui::EndMainMenuBar(); - } + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } } // Note that shortcuts are currently provided for display only // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { - IMGUI_DEMO_MARKER("Examples/Menu"); - ImGui::MenuItem("(demo menu)", NULL, false, false); - if (ImGui::MenuItem("New")) {} - if (ImGui::MenuItem("Open", "Ctrl+O")) {} - if (ImGui::BeginMenu("Open Recent")) - { - ImGui::MenuItem("fish_hat.c"); - ImGui::MenuItem("fish_hat.inl"); - ImGui::MenuItem("fish_hat.h"); - if (ImGui::BeginMenu("More..")) - { - ImGui::MenuItem("Hello"); - ImGui::MenuItem("Sailor"); - if (ImGui::BeginMenu("Recurse..")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::EndMenu(); - } - ImGui::EndMenu(); - } - if (ImGui::MenuItem("Save", "Ctrl+S")) {} - if (ImGui::MenuItem("Save As..")) {} - - ImGui::Separator(); - IMGUI_DEMO_MARKER("Examples/Menu/Options"); - if (ImGui::BeginMenu("Options")) - { - static bool enabled = true; - ImGui::MenuItem("Enabled", "", &enabled); - ImGui::BeginChild("child", ImVec2(0, 60), true); - for (int i = 0; i < 10; i++) - ImGui::Text("Scrolling Text %d", i); - ImGui::EndChild(); - static float f = 0.5f; - static int n = 0; - ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); - ImGui::InputFloat("Input", &f, 0.1f); - ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); - ImGui::EndMenu(); - } - - IMGUI_DEMO_MARKER("Examples/Menu/Colors"); - if (ImGui::BeginMenu("Colors")) - { - float sz = ImGui::GetTextLineHeight(); - for (int i = 0; i < ImGuiCol_COUNT; i++) - { - const char* name = ImGui::GetStyleColorName((ImGuiCol)i); - ImVec2 p = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); - ImGui::Dummy(ImVec2(sz, sz)); - ImGui::SameLine(); - ImGui::MenuItem(name); - } - ImGui::EndMenu(); - } - - // Here we demonstrate appending again to the "Options" menu (which we already created above) - // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. - // In a real code-base using it would make senses to use this feature from very different code locations. - if (ImGui::BeginMenu("Options")) // <-- Append! - { - IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); - static bool b = true; - ImGui::Checkbox("SomeOption", &b); - ImGui::EndMenu(); - } - - if (ImGui::BeginMenu("Disabled", false)) // Disabled - { - IM_ASSERT(0); - } - if (ImGui::MenuItem("Checked", NULL, true)) {} - if (ImGui::MenuItem("Quit", "Alt+F4")) {} + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} } //----------------------------------------------------------------------------- @@ -6687,355 +7009,358 @@ static void ShowExampleMenuFile() // For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. struct ExampleAppConsole { - char InputBuf[256]; - ImVector Items; - ImVector Commands; - ImVector History; - int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. - ImGuiTextFilter Filter; - bool AutoScroll; - bool ScrollToBottom; - - ExampleAppConsole() - { - IMGUI_DEMO_MARKER("Examples/Console"); - ClearLog(); - memset(InputBuf, 0, sizeof(InputBuf)); - HistoryPos = -1; - - // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. - Commands.push_back("HELP"); - Commands.push_back("HISTORY"); - Commands.push_back("CLEAR"); - Commands.push_back("CLASSIFY"); - AutoScroll = true; - ScrollToBottom = false; - AddLog("Welcome to Dear ImGui!"); - } - ~ExampleAppConsole() - { - ClearLog(); - for (int i = 0; i < History.Size; i++) - free(History[i]); - } - - // Portable helpers - static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } - static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } - static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } - static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } - - void ClearLog() - { - for (int i = 0; i < Items.Size; i++) - free(Items[i]); - Items.clear(); - } - - void AddLog(const char* fmt, ...) IM_FMTARGS(2) - { - // FIXME-OPT - char buf[1024]; - va_list args; - va_start(args, fmt); - vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); - buf[IM_ARRAYSIZE(buf) - 1] = 0; - va_end(args); - Items.push_back(Strdup(buf)); - } - - void Draw(const char* title, bool* p_open) - { - ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); - if (!ImGui::Begin(title, p_open)) - { - ImGui::End(); - return; - } - - // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. - // So e.g. IsItemHovered() will return true when hovering the title bar. - // Here we create a context menu only available from the title bar. - if (ImGui::BeginPopupContextItem()) - { - if (ImGui::MenuItem("Close Console")) - *p_open = false; - ImGui::EndPopup(); - } - - ImGui::TextWrapped( - "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " - "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); - ImGui::TextWrapped("Enter 'HELP' for help."); - - // TODO: display items starting from the bottom - - if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } - ImGui::SameLine(); - if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } - ImGui::SameLine(); - if (ImGui::SmallButton("Clear")) { ClearLog(); } - ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); - //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } - - ImGui::Separator(); - - // Options menu - if (ImGui::BeginPopup("Options")) - { - ImGui::Checkbox("Auto-scroll", &AutoScroll); - ImGui::EndPopup(); - } - - // Options, Filter - if (ImGui::Button("Options")) - ImGui::OpenPopup("Options"); - ImGui::SameLine(); - Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); - ImGui::Separator(); - - // Reserve enough left-over height for 1 separator + 1 input text - const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); - ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); - if (ImGui::BeginPopupContextWindow()) - { - if (ImGui::Selectable("Clear")) ClearLog(); - ImGui::EndPopup(); - } - - // Display every line as a separate entry so we can change their color or add custom widgets. - // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); - // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping - // to only process visible items. The clipper will automatically measure the height of your first item and then - // "seek" to display only items in the visible area. - // To use the clipper we can replace your standard loop: - // for (int i = 0; i < Items.Size; i++) - // With: - // ImGuiListClipper clipper; - // clipper.Begin(Items.Size); - // while (clipper.Step()) - // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - // - That your items are evenly spaced (same height) - // - That you have cheap random access to your elements (you can access them given their index, - // without processing all the ones before) - // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. - // We would need random-access on the post-filtered list. - // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices - // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, - // and appending newly elements as they are inserted. This is left as a task to the user until we can manage - // to improve this example code! - // If your items are of variable height: - // - Split them into same height items would be simpler and facilitate random-seeking into your list. - // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing - if (copy_to_clipboard) - ImGui::LogToClipboard(); - for (int i = 0; i < Items.Size; i++) - { - const char* item = Items[i]; - if (!Filter.PassFilter(item)) - continue; - - // Normally you would store more information in your item than just a string. - // (e.g. make Items[] an array of structure, store color/type etc.) - ImVec4 color; - bool has_color = false; - if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } - else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } - if (has_color) - ImGui::PushStyleColor(ImGuiCol_Text, color); - ImGui::TextUnformatted(item); - if (has_color) - ImGui::PopStyleColor(); - } - if (copy_to_clipboard) - ImGui::LogFinish(); - - if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) - ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; - - ImGui::PopStyleVar(); - ImGui::EndChild(); - ImGui::Separator(); - - // Command-line - bool reclaim_focus = false; - ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; - if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) - { - char* s = InputBuf; - Strtrim(s); - if (s[0]) - ExecCommand(s); - strcpy(s, ""); - reclaim_focus = true; - } - - // Auto-focus on window apparition - ImGui::SetItemDefaultFocus(); - if (reclaim_focus) - ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget - - ImGui::End(); - } - - void ExecCommand(const char* command_line) - { - AddLog("# %s\n", command_line); - - // Insert into history. First find match and delete it so it can be pushed to the back. - // This isn't trying to be smart or optimal. - HistoryPos = -1; - for (int i = History.Size - 1; i >= 0; i--) - if (Stricmp(History[i], command_line) == 0) - { - free(History[i]); - History.erase(History.begin() + i); - break; - } - History.push_back(Strdup(command_line)); - - // Process command - if (Stricmp(command_line, "CLEAR") == 0) - { - ClearLog(); - } - else if (Stricmp(command_line, "HELP") == 0) - { - AddLog("Commands:"); - for (int i = 0; i < Commands.Size; i++) - AddLog("- %s", Commands[i]); - } - else if (Stricmp(command_line, "HISTORY") == 0) - { - int first = History.Size - 10; - for (int i = first > 0 ? first : 0; i < History.Size; i++) - AddLog("%3d: %s\n", i, History[i]); - } - else - { - AddLog("Unknown command: '%s'\n", command_line); - } - - // On command input, we scroll to bottom even if AutoScroll==false - ScrollToBottom = true; - } - - // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks - static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) - { - ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; - return console->TextEditCallback(data); - } - - int TextEditCallback(ImGuiInputTextCallbackData* data) - { - //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); - switch (data->EventFlag) - { - case ImGuiInputTextFlags_CallbackCompletion: - { - // Example of TEXT COMPLETION - - // Locate beginning of current word - const char* word_end = data->Buf + data->CursorPos; - const char* word_start = word_end; - while (word_start > data->Buf) - { - const char c = word_start[-1]; - if (c == ' ' || c == '\t' || c == ',' || c == ';') - break; - word_start--; - } - - // Build a list of candidates - ImVector candidates; - for (int i = 0; i < Commands.Size; i++) - if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) - candidates.push_back(Commands[i]); - - if (candidates.Size == 0) - { - // No match - AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); - } - else if (candidates.Size == 1) - { - // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. - data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); - data->InsertChars(data->CursorPos, candidates[0]); - data->InsertChars(data->CursorPos, " "); - } - else - { - // Multiple matches. Complete as much as we can.. - // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. - int match_len = (int)(word_end - word_start); - for (;;) - { - int c = 0; - bool all_candidates_matches = true; - for (int i = 0; i < candidates.Size && all_candidates_matches; i++) - if (i == 0) - c = toupper(candidates[i][match_len]); - else if (c == 0 || c != toupper(candidates[i][match_len])) - all_candidates_matches = false; - if (!all_candidates_matches) - break; - match_len++; - } - - if (match_len > 0) - { - data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); - data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); - } - - // List matches - AddLog("Possible matches:\n"); - for (int i = 0; i < candidates.Size; i++) - AddLog("- %s\n", candidates[i]); - } - - break; - } - case ImGuiInputTextFlags_CallbackHistory: - { - // Example of HISTORY - const int prev_history_pos = HistoryPos; - if (data->EventKey == ImGuiKey_UpArrow) - { - if (HistoryPos == -1) - HistoryPos = History.Size - 1; - else if (HistoryPos > 0) - HistoryPos--; - } - else if (data->EventKey == ImGuiKey_DownArrow) - { - if (HistoryPos != -1) - if (++HistoryPos >= History.Size) - HistoryPos = -1; - } - - // A better implementation would preserve the data on the current input line along with cursor position. - if (prev_history_pos != HistoryPos) - { - const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, history_str); - } - } - } - return 0; - } + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + free(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + free(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + free(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } }; static void ShowExampleAppConsole(bool* p_open) { - static ExampleAppConsole console; - console.Draw("Example: Console", p_open); + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); } //----------------------------------------------------------------------------- @@ -7048,153 +7373,156 @@ static void ShowExampleAppConsole(bool* p_open) // my_log.Draw("title"); struct ExampleAppLog { - ImGuiTextBuffer Buf; - ImGuiTextFilter Filter; - ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. - bool AutoScroll; // Keep scrolling if already at the bottom. - - ExampleAppLog() - { - AutoScroll = true; - Clear(); - } - - void Clear() - { - Buf.clear(); - LineOffsets.clear(); - LineOffsets.push_back(0); - } - - void AddLog(const char* fmt, ...) IM_FMTARGS(2) - { - int old_size = Buf.size(); - va_list args; - va_start(args, fmt); - Buf.appendfv(fmt, args); - va_end(args); - for (int new_size = Buf.size(); old_size < new_size; old_size++) - if (Buf[old_size] == '\n') - LineOffsets.push_back(old_size + 1); - } - - void Draw(const char* title, bool* p_open = NULL) - { - if (!ImGui::Begin(title, p_open)) - { - ImGui::End(); - return; - } - - // Options menu - if (ImGui::BeginPopup("Options")) - { - ImGui::Checkbox("Auto-scroll", &AutoScroll); - ImGui::EndPopup(); - } - - // Main window - if (ImGui::Button("Options")) - ImGui::OpenPopup("Options"); - ImGui::SameLine(); - bool clear = ImGui::Button("Clear"); - ImGui::SameLine(); - bool copy = ImGui::Button("Copy"); - ImGui::SameLine(); - Filter.Draw("Filter", -100.0f); - - ImGui::Separator(); - ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); - - if (clear) - Clear(); - if (copy) - ImGui::LogToClipboard(); - - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - const char* buf = Buf.begin(); - const char* buf_end = Buf.end(); - if (Filter.IsActive()) - { - // In this example we don't use the clipper when Filter is enabled. - // This is because we don't have a random access on the result on our filter. - // A real application processing logs with ten of thousands of entries may want to store the result of - // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). - for (int line_no = 0; line_no < LineOffsets.Size; line_no++) - { - const char* line_start = buf + LineOffsets[line_no]; - const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; - if (Filter.PassFilter(line_start, line_end)) - ImGui::TextUnformatted(line_start, line_end); - } - } - else - { - // The simplest and easy way to display the entire buffer: - // ImGui::TextUnformatted(buf_begin, buf_end); - // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward - // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are - // within the visible area. - // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them - // on your side is recommended. Using ImGuiListClipper requires - // - A) random access into your data - // - B) items all being the same height, - // both of which we can handle since we an array pointing to the beginning of each line of text. - // When using the filter (in the block of code above) we don't have random access into the data to display - // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make - // it possible (and would be recommended if you want to search through tens of thousands of entries). - ImGuiListClipper clipper; - clipper.Begin(LineOffsets.Size); - while (clipper.Step()) - { - for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) - { - const char* line_start = buf + LineOffsets[line_no]; - const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; - ImGui::TextUnformatted(line_start, line_end); - } - } - clipper.End(); - } - ImGui::PopStyleVar(); - - if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) - ImGui::SetScrollHereY(1.0f); - - ImGui::EndChild(); - ImGui::End(); - } + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } }; // Demonstrate creating a simple log window with basic filtering. static void ShowExampleAppLog(bool* p_open) { - static ExampleAppLog log; - - // For the demo: add a debug button _BEFORE_ the normal log window contents - // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. - // Most of the contents of the window will be added by the log.Draw() call. - ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); - ImGui::Begin("Example: Log", p_open); - IMGUI_DEMO_MARKER("Examples/Log"); - if (ImGui::SmallButton("[Debug] Add 5 entries")) - { - static int counter = 0; - const char* categories[3] = { "info", "warn", "error" }; - const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; - for (int n = 0; n < 5; n++) - { - const char* category = categories[counter % IM_ARRAYSIZE(categories)]; - const char* word = words[counter % IM_ARRAYSIZE(words)]; - log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", - ImGui::GetFrameCount(), category, ImGui::GetTime(), word); - counter++; - } - } - ImGui::End(); - - // Actually call in the regular Log helper (which will Begin() into the same window as we just did) - log.Draw("Example: Log", p_open); + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); } //----------------------------------------------------------------------------- @@ -7204,64 +7532,64 @@ static void ShowExampleAppLog(bool* p_open) // Demonstrate create a window with multiple child windows. static void ShowExampleAppLayout(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); - if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) - { - IMGUI_DEMO_MARKER("Examples/Simple layout"); - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("File")) - { - if (ImGui::MenuItem("Close")) *p_open = false; - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - - // Left - static int selected = 0; - { - ImGui::BeginChild("left pane", ImVec2(150, 0), true); - for (int i = 0; i < 100; i++) - { - // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav - char label[128]; - sprintf(label, "MyObject %d", i); - if (ImGui::Selectable(label, selected == i)) - selected = i; - } - ImGui::EndChild(); - } - ImGui::SameLine(); - - // Right - { - ImGui::BeginGroup(); - ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us - ImGui::Text("MyObject: %d", selected); - ImGui::Separator(); - if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) - { - if (ImGui::BeginTabItem("Description")) - { - ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Details")) - { - ImGui::Text("ID: 0123456789"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::EndChild(); - if (ImGui::Button("Revert")) {} - ImGui::SameLine(); - if (ImGui::Button("Save")) {} - ImGui::EndGroup(); - } - } - ImGui::End(); + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7270,81 +7598,83 @@ static void ShowExampleAppLayout(bool* p_open) static void ShowPlaceholderObject(const char* prefix, int uid) { - // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. - ImGui::PushID(uid); - - // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); - ImGui::TableSetColumnIndex(1); - ImGui::Text("my sailor is rich"); - - if (node_open) - { - static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; - for (int i = 0; i < 8; i++) - { - ImGui::PushID(i); // Use field index as identifier. - if (i < 2) - { - ShowPlaceholderObject("Child", 424242); - } - else - { - // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; - ImGui::TreeNodeEx("Field", flags, "Field_%d", i); - - ImGui::TableSetColumnIndex(1); - ImGui::SetNextItemWidth(-FLT_MIN); - if (i >= 5) - ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); - else - ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); - ImGui::NextColumn(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - ImGui::PopID(); + // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. + ImGui::PushID(uid); + + // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); + ImGui::TableSetColumnIndex(1); + ImGui::Text("my sailor is rich"); + + if (node_open) + { + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); // Use field index as identifier. + if (i < 2) + { + ShowPlaceholderObject("Child", 424242); + } + else + { + // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + + ImGui::TableSetColumnIndex(1); + ImGui::SetNextItemWidth(-FLT_MIN); + if (i >= 5) + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); + else + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); + ImGui::NextColumn(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::PopID(); } // Demonstrate create a simple property editor. +// This demo is a bit lackluster nowadays, would be nice to improve. static void ShowExampleAppPropertyEditor(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); - if (!ImGui::Begin("Example: Property editor", p_open)) - { - ImGui::End(); - return; - } - IMGUI_DEMO_MARKER("Examples/Property Editor"); - - HelpMarker( - "This example shows how you may implement a property editor using two columns.\n" - "All objects/fields data are dummies here.\n" - "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" - "your cursor horizontally instead of using the Columns() API."); - - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); - if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable)) - { - // Iterate placeholder objects (all the same data) - for (int obj_i = 0; obj_i < 4; obj_i++) - { - ShowPlaceholderObject("Object", obj_i); - //ImGui::Separator(); - } - ImGui::EndTable(); - } - ImGui::PopStyleVar(); - ImGui::End(); + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + HelpMarker( + "This example shows how you may implement a property editor using two columns.\n" + "All objects/fields data are dummies here.\n"); + + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); + if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Contents"); + ImGui::TableHeadersRow(); + + // Iterate placeholder objects (all the same data) + for (int obj_i = 0; obj_i < 4; obj_i++) + ShowPlaceholderObject("Object", obj_i); + + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7354,60 +7684,60 @@ static void ShowExampleAppPropertyEditor(bool* p_open) // Demonstrate/test rendering huge amount of text, and the incidence of clipping. static void ShowExampleAppLongText(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); - if (!ImGui::Begin("Example: Long text display", p_open)) - { - ImGui::End(); - return; - } - IMGUI_DEMO_MARKER("Examples/Long text display"); - - static int test_type = 0; - static ImGuiTextBuffer log; - static int lines = 0; - ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, - "Single call to TextUnformatted()\0" - "Multiple calls to Text(), clipped\0" - "Multiple calls to Text(), not clipped (slow)\0"); - ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); - if (ImGui::Button("Clear")) { log.clear(); lines = 0; } - ImGui::SameLine(); - if (ImGui::Button("Add 1000 lines")) - { - for (int i = 0; i < 1000; i++) - log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); - lines += 1000; - } - ImGui::BeginChild("Log"); - switch (test_type) - { - case 0: - // Single call to TextUnformatted() with a big buffer - ImGui::TextUnformatted(log.begin(), log.end()); - break; - case 1: - { - // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - ImGuiListClipper clipper; - clipper.Begin(lines); - while (clipper.Step()) - for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); - ImGui::PopStyleVar(); - break; - } - case 2: - // Multiple calls to Text(), not clipped (slow) - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - for (int i = 0; i < lines; i++) - ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); - ImGui::PopStyleVar(); - break; - } - ImGui::EndChild(); - ImGui::End(); + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7417,22 +7747,22 @@ static void ShowExampleAppLongText(bool* p_open) // Demonstrate creating a window which gets auto-resized according to its content. static void ShowExampleAppAutoResize(bool* p_open) { - if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) - { - ImGui::End(); - return; - } - IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); - - static int lines = 10; - ImGui::TextUnformatted( - "Window will resize every-frame to the size of its content.\n" - "Note that you probably don't want to query the window size to\n" - "output your content because that would create a feedback loop."); - ImGui::SliderInt("Number of lines", &lines, 1, 20); - for (int i = 0; i < lines; i++) - ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally - ImGui::End(); + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7440,55 +7770,100 @@ static void ShowExampleAppAutoResize(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) static void ShowExampleAppConstrainedResize(bool* p_open) { - struct CustomConstraints - { - // Helper functions to demonstrate programmatic constraints - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } - static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } - }; - - const char* test_desc[] = - { - "Resize vertical only", - "Resize horizontal only", - "Width > 100, Height > 100", - "Width 400-500", - "Height 400-500", - "Custom: Always Square", - "Custom: Fixed Steps (100)", - }; - - static bool auto_resize = false; - static int type = 0; - static int display_lines = 10; - if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only - if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only - if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 - if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 - if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 - if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square - if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step - - ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; - if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) - { - IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); - if (ImGui::IsWindowDocked()) - ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); - if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); - if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); - if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } - ImGui::SetNextItemWidth(200); - ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); - ImGui::SetNextItemWidth(200); - ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); - ImGui::Checkbox("Auto-resize", &auto_resize); - for (int i = 0; i < display_lines; i++) - ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); - } - ImGui::End(); + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 500), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7499,46 +7874,53 @@ static void ShowExampleAppConstrainedResize(bool* p_open) // + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay(bool* p_open) { - static int corner = 0; - ImGuiIO& io = ImGui::GetIO(); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; - if (corner != -1) - { - const float PAD = 10.0f; - const ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! - ImVec2 work_size = viewport->WorkSize; - ImVec2 window_pos, window_pos_pivot; - window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); - window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); - window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; - window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; - ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); - ImGui::SetNextWindowViewport(viewport->ID); - window_flags |= ImGuiWindowFlags_NoMove; - } - ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background - if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) - { - IMGUI_DEMO_MARKER("Examples/Simple Overlay"); - ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); - ImGui::Separator(); - if (ImGui::IsMousePosValid()) - ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); - else - ImGui::Text("Mouse Position: "); - if (ImGui::BeginPopupContextWindow()) - { - if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; - if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; - if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; - if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; - if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; - if (p_open && ImGui::MenuItem("Close")) *p_open = false; - ImGui::EndPopup(); - } - } - ImGui::End(); + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7548,69 +7930,69 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) // Demonstrate creating a window covering the entire screen/viewport static void ShowExampleAppFullscreen(bool* p_open) { - static bool use_work_area = true; - static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; - - // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) - // Based on your use case you may want one of the other. - const ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); - ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); - - if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) - { - ImGui::Checkbox("Use work area instead of main area", &use_work_area); - ImGui::SameLine(); - HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); - - ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); - ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); - ImGui::Indent(); - ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); - ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); - ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); - ImGui::Unindent(); - - if (p_open && ImGui::Button("Close this window")) - *p_open = false; - } - ImGui::End(); + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() //----------------------------------------------------------------------------- -// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. -// This apply to all regular items as well. +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. // Read FAQ section "How can I have multiple widgets with the same label?" for details. static void ShowExampleAppWindowTitles(bool*) { - const ImGuiViewport* viewport = ImGui::GetMainViewport(); - const ImVec2 base_pos = viewport->Pos; - - // By default, Windows are uniquely identified by their title. - // You can use the "##" and "###" markers to manipulate the display/ID. - - // Using "##" to display same title but have unique identifier. - ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); - ImGui::Begin("Same title as another window##1"); - IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); - ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); - ImGui::End(); - - ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); - ImGui::Begin("Same title as another window##2"); - ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); - ImGui::End(); - - // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" - char buf[128]; - sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); - ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); - ImGui::Begin(buf); - ImGui::Text("This window has a changing title."); - ImGui::End(); + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7620,239 +8002,278 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - if (!ImGui::Begin("Example: Custom rendering", p_open)) - { - ImGui::End(); - return; - } - IMGUI_DEMO_MARKER("Examples/Custom Rendering"); - - // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of - // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your - // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not - // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! - - if (ImGui::BeginTabBar("##TabBar")) - { - if (ImGui::BeginTabItem("Primitives")) - { - ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - - // Draw gradients - // (note that those are currently exacerbating our sRGB/Linear issues) - // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. - ImGui::Text("Gradients"); - ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); - { - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); - ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); - draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); - ImGui::InvisibleButton("##gradient1", gradient_size); - } - { - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); - ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); - draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); - ImGui::InvisibleButton("##gradient2", gradient_size); - } - - // Draw a bunch of primitives - ImGui::Text("All primitives"); - static float sz = 36.0f; - static float thickness = 3.0f; - static int ngon_sides = 6; - static bool circle_segments_override = false; - static int circle_segments_override_v = 12; - static bool curve_segments_override = false; - static int curve_segments_override_v = 8; - static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); - ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); - ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); - ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); - ImGui::ColorEdit4("Color", &colf.x); - - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col = ImColor(colf); - const float spacing = 10.0f; - const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; - const float rounding = sz / 5.0f; - const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; - const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; - float x = p.x + 4.0f; - float y = p.y + 4.0f; - for (int n = 0; n < 2; n++) - { - // First line uses a thickness of 1.0f, second line uses the configurable thickness - float th = (n == 0) ? 1.0f : thickness; - draw_list->AddNgon(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon - draw_list->AddCircle(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangle(ImVec2(x + sz * 0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col, th); x += sz + spacing; // Triangle - //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line - - // Quadratic Bezier Curve (3 control points) - ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; - - // Cubic Bezier Curve (4 control points) - ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); - - x = p.x + 4; - y += sz + spacing; - } - draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon - draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangleFilled(ImVec2(x + sz * 0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col); x += sz + spacing; // Triangle - //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - - ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); - ImGui::PopItemWidth(); - ImGui::EndTabItem(); - } - - if (ImGui::BeginTabItem("Canvas")) - { - static ImVector points; - static ImVec2 scrolling(0.0f, 0.0f); - static bool opt_enable_grid = true; - static bool opt_enable_context_menu = true; - static bool adding_line = false; - - ImGui::Checkbox("Enable grid", &opt_enable_grid); - ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); - ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); - - // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. - // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. - // To use a child window instead we could use, e.g: - // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding - // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color - // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); - // ImGui::PopStyleColor(); - // ImGui::PopStyleVar(); - // [...] - // ImGui::EndChild(); - - // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() - ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! - ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available - if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; - if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; - ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); - - // Draw border and background color - ImGuiIO& io = ImGui::GetIO(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); - draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); - - // This will catch our interactions - ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); - const bool is_hovered = ImGui::IsItemHovered(); // Hovered - const bool is_active = ImGui::IsItemActive(); // Held - const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin - const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); - - // Add first and second point - if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) - { - points.push_back(mouse_pos_in_canvas); - points.push_back(mouse_pos_in_canvas); - adding_line = true; - } - if (adding_line) - { - points.back() = mouse_pos_in_canvas; - if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) - adding_line = false; - } - - // Pan (we use a zero mouse threshold when there's no context menu) - // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. - const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; - if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) - { - scrolling.x += io.MouseDelta.x; - scrolling.y += io.MouseDelta.y; - } - - // Context menu (under default mouse threshold) - ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); - if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) - ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - if (ImGui::BeginPopup("context")) - { - if (adding_line) - points.resize(points.size() - 2); - adding_line = false; - if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } - if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } - ImGui::EndPopup(); - } - - // Draw grid + all lines in the canvas - draw_list->PushClipRect(canvas_p0, canvas_p1, true); - if (opt_enable_grid) - { - const float GRID_STEP = 64.0f; - for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) - draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); - for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) - draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); - } - for (int n = 0; n < points.Size; n += 2) - draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); - draw_list->PopClipRect(); - - ImGui::EndTabItem(); - } - - if (ImGui::BeginTabItem("BG/FG draw lists")) - { - static bool draw_bg = true; - static bool draw_fg = true; - ImGui::Checkbox("Draw in Background draw list", &draw_bg); - ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); - ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); - ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); - ImVec2 window_pos = ImGui::GetWindowPos(); - ImVec2 window_size = ImGui::GetWindowSize(); - ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); - if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); - if (draw_fg) - ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); - ImGui::EndTabItem(); - } - - ImGui::EndTabBar(); - } - - ImGui::End(); + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, sz*0.3f, col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Quadratic Bezier Curve (3 control points) + ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, sz * 0.3f, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + + ImGui::Dummy(ImVec2((sz + spacing) * 11.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7863,7 +8284,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). -// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. @@ -7876,108 +8297,111 @@ static void ShowExampleAppCustomRendering(bool* p_open) // your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { - // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! - // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! - // In this specific demo, we are not using DockSpaceOverViewport() because: - // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) - // - we allow the host window to have padding (when opt_padding == true) - // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!) - // TL;DR; this demo is more complicated than what you would normally use. - // If we removed all the options we are showcasing, this demo would become: - // void ShowExampleAppDockSpace() - // { - // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); - // } - - static bool opt_fullscreen = true; - static bool opt_padding = false; - static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; - - // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, - // because it would be confusing to have two docking targets within each others. - ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; - if (opt_fullscreen) - { - const ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(viewport->WorkPos); - ImGui::SetNextWindowSize(viewport->WorkSize); - ImGui::SetNextWindowViewport(viewport->ID); - ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); - window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; - window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; - } - else - { - dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; - } - - // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background - // and handle the pass-thru hole, so we ask Begin() to not render a background. - if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) - window_flags |= ImGuiWindowFlags_NoBackground; - - // Important: note that we proceed even if Begin() returns false (aka window is collapsed). - // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, - // all active windows docked into it will lose their parent and become undocked. - // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise - // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. - if (!opt_padding) - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); - ImGui::Begin("DockSpace Demo", p_open, window_flags); - if (!opt_padding) - ImGui::PopStyleVar(); - - if (opt_fullscreen) - ImGui::PopStyleVar(2); - - // Submit the DockSpace - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) - { - ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); - ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); - } - else - { - ShowDockingDisabledMessage(); - } - - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Options")) - { - // Disabling fullscreen would allow the window to be moved to the front of other windows, - // which we can't undo at the moment without finer window depth/z control. - ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); - ImGui::MenuItem("Padding", NULL, &opt_padding); - ImGui::Separator(); - - if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; } - if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } - if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; } - if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } - if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } - ImGui::Separator(); - - if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) - *p_open = false; - ImGui::EndMenu(); - } - HelpMarker( - "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" - "- Drag from window title bar or their tab to dock/undock." "\n" - "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" - "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" - "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" - "This demo app has nothing to do with enabling docking!" "\n\n" - "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" - "Read comments in ShowExampleAppDockSpace() for more details."); - - ImGui::EndMenuBar(); - } - - ImGui::End(); + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); } //----------------------------------------------------------------------------- @@ -7987,72 +8411,72 @@ void ShowExampleAppDockSpace(bool* p_open) // Simplified structure to mimic a Document model struct MyDocument { - const char* Name; // Document title - bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) - bool OpenPrev; // Copy of Open from last update. - bool Dirty; // Set when the document has been modified - bool WantClose; // Set when the document - ImVec4 Color; // An arbitrary variable associated to the document - - MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) - { - Name = name; - Open = OpenPrev = open; - Dirty = false; - WantClose = false; - Color = color; - } - void DoOpen() { Open = true; } - void DoQueueClose() { WantClose = true; } - void DoForceClose() { Open = false; Dirty = false; } - void DoSave() { Dirty = false; } - - // Display placeholder contents for the Document - static void DisplayContents(MyDocument* doc) - { - ImGui::PushID(doc); - ImGui::Text("Document \"%s\"", doc->Name); - ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); - ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); - ImGui::PopStyleColor(); - if (ImGui::Button("Modify", ImVec2(100, 0))) - doc->Dirty = true; - ImGui::SameLine(); - if (ImGui::Button("Save", ImVec2(100, 0))) - doc->DoSave(); - ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. - ImGui::PopID(); - } - - // Display context menu for the Document - static void DisplayContextMenu(MyDocument* doc) - { - if (!ImGui::BeginPopupContextItem()) - return; - - char buf[256]; - sprintf(buf, "Save %s", doc->Name); - if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) - doc->DoSave(); - if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) - doc->DoQueueClose(); - ImGui::EndPopup(); - } + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display placeholder contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } }; struct ExampleAppDocuments { - ImVector Documents; - - ExampleAppDocuments() - { - Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); - Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); - Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); - Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); - Documents.push_back(MyDocument("A Rather Long Title", false)); - Documents.push_back(MyDocument("Some Document", false)); - } + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } }; // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. @@ -8063,274 +8487,266 @@ struct ExampleAppDocuments // give the impression of a flicker for one frame. // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. -static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments & app) +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) { - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (!doc->Open && doc->OpenPrev) - ImGui::SetTabItemClosed(doc->Name); - doc->OpenPrev = doc->Open; - } + for (MyDocument& doc : app.Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } } void ShowExampleAppDocuments(bool* p_open) { - static ExampleAppDocuments app; - - // Options - enum Target - { - Target_None, - Target_Tab, // Create documents as local tab into a local tab bar - Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace - }; - static Target opt_target = Target_Tab; - static bool opt_reorderable = true; - static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - - // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") - // that we emit gets docked into the same spot as the parent window ("Example: Documents"). - // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab - // not visible, which in turn would stop submitting the "Eggplant" window. - // We avoid this problem by submitting our documents window even if our parent window is not currently visible. - // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. - - bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); - if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) - { - ImGui::End(); - return; - } - - // Menu - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("File")) - { - int open_count = 0; - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - open_count += app.Documents[doc_n].Open ? 1 : 0; - - if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) - { - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (!doc->Open) - if (ImGui::MenuItem(doc->Name)) - doc->DoOpen(); - } - ImGui::EndMenu(); - } - if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - app.Documents[doc_n].DoQueueClose(); - if (ImGui::MenuItem("Exit", "Alt+F4")) {} - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - - // [Debug] List documents with one checkbox for each - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (doc_n > 0) - ImGui::SameLine(); - ImGui::PushID(doc); - if (ImGui::Checkbox(doc->Name, &doc->Open)) - if (!doc->Open) - doc->DoForceClose(); - ImGui::PopID(); - } - ImGui::PushItemWidth(ImGui::GetFontSize() * 12); - ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); - ImGui::PopItemWidth(); - bool redock_all = false; - if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } - if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } - - ImGui::Separator(); - - // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. - // They have multiple effects: - // - Display a dot next to the title. - // - Tab is selected when clicking the X close button. - // - Closure is not assumed (will wait for user to stop submitting the tab). - // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. - // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty - // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. - // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. - - // Tabs - if (opt_target == Target_Tab) - { - ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); - if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) - { - if (opt_reorderable) - NotifyOfDocumentsClosedElsewhere(app); - - // [DEBUG] Stress tests - //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. - //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. - - // Submit Tabs - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (!doc->Open) - continue; - - ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); - bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); - - // Cancel attempt to close when unsaved add to save queue so we can display a popup. - if (!doc->Open && doc->Dirty) - { - doc->Open = true; - doc->DoQueueClose(); - } - - MyDocument::DisplayContextMenu(doc); - if (visible) - { - MyDocument::DisplayContents(doc); - ImGui::EndTabItem(); - } - } - - ImGui::EndTabBar(); - } - } - else if (opt_target == Target_DockSpaceAndWindow) - { - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) - { - NotifyOfDocumentsClosedElsewhere(app); - - // Create a DockSpace node where any window can be docked - ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); - ImGui::DockSpace(dockspace_id); - - // Create Windows - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (!doc->Open) - continue; - - ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); - ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); - bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); - - // Cancel attempt to close when unsaved add to save queue so we can display a popup. - if (!doc->Open && doc->Dirty) - { - doc->Open = true; - doc->DoQueueClose(); - } - - MyDocument::DisplayContextMenu(doc); - if (visible) - MyDocument::DisplayContents(doc); - - ImGui::End(); - } - } - else - { - ShowDockingDisabledMessage(); - } - } - - // Early out other contents - if (!window_contents_visible) - { - ImGui::End(); - return; - } - - // Update closing queue - static ImVector close_queue; - if (close_queue.empty()) - { - // Close queue is locked once we started a popup - for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) - { - MyDocument* doc = &app.Documents[doc_n]; - if (doc->WantClose) - { - doc->WantClose = false; - close_queue.push_back(doc); - } - } - } - - // Display closing confirmation UI - if (!close_queue.empty()) - { - int close_queue_unsaved_documents = 0; - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) - close_queue_unsaved_documents++; - - if (close_queue_unsaved_documents == 0) - { - // Close documents when all are unsaved - for (int n = 0; n < close_queue.Size; n++) - close_queue[n]->DoForceClose(); - close_queue.clear(); - } - else - { - if (!ImGui::IsPopupOpen("Save?")) - ImGui::OpenPopup("Save?"); - if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) - { - ImGui::Text("Save change to the following items?"); - float item_height = ImGui::GetTextLineHeightWithSpacing(); - if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) - { - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) - ImGui::Text("%s", close_queue[n]->Name); - ImGui::EndChildFrame(); - } - - ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); - if (ImGui::Button("Yes", button_size)) - { - for (int n = 0; n < close_queue.Size; n++) - { - if (close_queue[n]->Dirty) - close_queue[n]->DoSave(); - close_queue[n]->DoForceClose(); - } - close_queue.clear(); - ImGui::CloseCurrentPopup(); - } - ImGui::SameLine(); - if (ImGui::Button("No", button_size)) - { - for (int n = 0; n < close_queue.Size; n++) - close_queue[n]->DoForceClose(); - close_queue.clear(); - ImGui::CloseCurrentPopup(); - } - ImGui::SameLine(); - if (ImGui::Button("Cancel", button_size)) - { - close_queue.clear(); - ImGui::CloseCurrentPopup(); - } - ImGui::EndPopup(); - } - } - } - - ImGui::End(); + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + doc.DoQueueClose(); + if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + doc.DoQueueClose(); + } + + MyDocument::DisplayContextMenu(&doc); + if (visible) + { + MyDocument::DisplayContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + NotifyOfDocumentsClosedElsewhere(app); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + MyDocument::DisplayContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (MyDocument& doc : app.Documents) + if (doc.WantClose) + { + doc.WantClose = false; + close_queue.push_back(&doc); + } + } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + } + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); } // End of Demo code diff --git a/Volt/Volt/vendor/imgui/imgui_draw.cpp b/Volt/Volt/vendor/imgui/imgui_draw.cpp index 0150dfb49..b33494667 100644 --- a/Volt/Volt/vendor/imgui/imgui_draw.cpp +++ b/Volt/Volt/vendor/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (drawing and font code) /* @@ -26,38 +26,24 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" #ifdef IMGUI_ENABLE_FREETYPE #include "misc/freetype/imgui_freetype.h" #endif #include // vsnprintf, sscanf, printf -#if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) -#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) -#elif defined(_WIN32) -#include // alloca -#if !defined(alloca) -#define alloca _alloca // for clang with MS Codegen -#endif -#else -#include // alloca -#endif -#endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif @@ -67,9 +53,6 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif -#if __has_warning("-Walloca") -#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged -#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -80,6 +63,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used @@ -90,7 +74,7 @@ Index of this file: #endif //------------------------------------------------------------------------- -// [SECTION] STB libraries implementation +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: @@ -151,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -189,189 +173,189 @@ using namespace IMGUI_STB_NAMESPACE; void ImGui::StyleColorsDark(ImGuiStyle* dst) { - ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; - - colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); - colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); - colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); } void ImGui::StyleColorsClassic(ImGuiStyle* dst) { - ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; - - colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); - colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); - colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); - colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); - colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); - colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } // Those light colors are better suited with a thicker font than the default one + FrameBorder void ImGui::StyleColorsLight(ImGuiStyle* dst) { - ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; - - colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); - colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); - colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); - colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } //----------------------------------------------------------------------------- @@ -380,127 +364,124 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { - memset(this, 0, sizeof(*this)); - for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) - { - const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); - ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); - } - ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { - if (CircleSegmentMaxError == max_error) - return; + if (CircleSegmentMaxError == max_error) + return; - IM_ASSERT(max_error > 0.0f); - CircleSegmentMaxError = max_error; - for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) - { - const float radius = (float)i; - CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); - } - ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + 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); } // Initialize before use in a new frame. We always have a command ready in the buffer. void ImDrawList::_ResetForNewFrame() { - // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); - if (_Splitter._Count > 1) - _Splitter.Merge(this); - - CmdBuffer.resize(0); - IdxBuffer.resize(0); - VtxBuffer.resize(0); - Flags = _Data->InitialFlags; - memset(&_CmdHeader, 0, sizeof(_CmdHeader)); - _VtxCurrentIdx = 0; - _VtxWritePtr = NULL; - _IdxWritePtr = NULL; - _ClipRectStack.resize(0); - _TextureIdStack.resize(0); - _Path.resize(0); - _Splitter.Clear(); - CmdBuffer.push_back(ImDrawCmd()); - _FringeScale = 1.0f; + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; } void ImDrawList::_ClearFreeMemory() { - CmdBuffer.clear(); - IdxBuffer.clear(); - VtxBuffer.clear(); - Flags = ImDrawListFlags_None; - _VtxCurrentIdx = 0; - _VtxWritePtr = NULL; - _IdxWritePtr = NULL; - _ClipRectStack.clear(); - _TextureIdStack.clear(); - _Path.clear(); - _Splitter.ClearFreeMemory(); + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(_Data)); - dst->CmdBuffer = CmdBuffer; - dst->IdxBuffer = IdxBuffer; - dst->VtxBuffer = VtxBuffer; - dst->Flags = Flags; - return dst; + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; } void ImDrawList::AddDrawCmd() { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() - draw_cmd.TextureId = _CmdHeader.TextureId; - draw_cmd.VtxOffset = _CmdHeader.VtxOffset; - draw_cmd.IdxOffset = IdxBuffer.Size; + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; - // NOTE(Yan): Not sure why this happens but sometimes x > z which causes a crash in vkCmdSetScissor later on - // IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); - if (draw_cmd.ClipRect.x > draw_cmd.ClipRect.z) - draw_cmd.ClipRect.z = draw_cmd.ClipRect.x + 1; - if (draw_cmd.ClipRect.y > draw_cmd.ClipRect.y) - draw_cmd.ClipRect.w = draw_cmd.ClipRect.w + 1; - CmdBuffer.push_back(draw_cmd); + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); } // Pop trailing draw command (used before merging or presenting to user) // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() { - if (CmdBuffer.Size == 0) - return; - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) - CmdBuffer.pop_back(); + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } } void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { - IM_ASSERT_PARANOID(CmdBuffer.Size > 0); - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - IM_ASSERT(curr_cmd->UserCallback == NULL); - if (curr_cmd->ElemCount != 0) - { - AddDrawCmd(); - curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - } - curr_cmd->UserCallback = callback; - curr_cmd->UserCallbackData = callback_data; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; - AddDrawCmd(); // Force a new command after us (see comment below) + AddDrawCmd(); // Force a new command after us (see comment below) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) @@ -508,134 +489,134 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) // Try to merge two last draw commands void ImDrawList::_TryMergeDrawCmds() { - IM_ASSERT_PARANOID(CmdBuffer.Size > 0); - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - ImDrawCmd* prev_cmd = curr_cmd - 1; - if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) - { - prev_cmd->ElemCount += curr_cmd->ElemCount; - CmdBuffer.pop_back(); - } + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } } // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. void ImDrawList::_OnChangedClipRect() { - // If current command is used with different settings we need to add a new command - IM_ASSERT_PARANOID(CmdBuffer.Size > 0); - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) - { - AddDrawCmd(); - return; - } - IM_ASSERT(curr_cmd->UserCallback == NULL); + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); - // Try to merge with previous command if it matches, else use current command - ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) - { - CmdBuffer.pop_back(); - return; - } + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } - curr_cmd->ClipRect = _CmdHeader.ClipRect; + curr_cmd->ClipRect = _CmdHeader.ClipRect; } void ImDrawList::_OnChangedTextureID() { - // If current command is used with different settings we need to add a new command - IM_ASSERT_PARANOID(CmdBuffer.Size > 0); - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) - { - AddDrawCmd(); - return; - } - IM_ASSERT(curr_cmd->UserCallback == NULL); + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); - // Try to merge with previous command if it matches, else use current command - ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) - { - CmdBuffer.pop_back(); - return; - } + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } - curr_cmd->TextureId = _CmdHeader.TextureId; + curr_cmd->TextureId = _CmdHeader.TextureId; } void ImDrawList::_OnChangedVtxOffset() { - // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. - _VtxCurrentIdx = 0; - IM_ASSERT_PARANOID(CmdBuffer.Size > 0); - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 - if (curr_cmd->ElemCount != 0) - { - AddDrawCmd(); - return; - } - IM_ASSERT(curr_cmd->UserCallback == NULL); - curr_cmd->VtxOffset = _CmdHeader.VtxOffset; + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const { - // Automatic segment count - const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - return _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); } // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) { - ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); - if (intersect_with_current_clip_rect) - { - ImVec4 current = _CmdHeader.ClipRect; - if (cr.x < current.x) cr.x = current.x; - if (cr.y < current.y) cr.y = current.y; - if (cr.z > current.z) cr.z = current.z; - if (cr.w > current.w) cr.w = current.w; - } - cr.z = ImMax(cr.x, cr.z); - cr.w = ImMax(cr.y, cr.w); + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); - _ClipRectStack.push_back(cr); - _CmdHeader.ClipRect = cr; - _OnChangedClipRect(); + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); } void ImDrawList::PushClipRectFullScreen() { - PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); } void ImDrawList::PopClipRect() { - _ClipRectStack.pop_back(); - _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; - _OnChangedClipRect(); + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); } void ImDrawList::PushTextureID(ImTextureID texture_id) { - _TextureIdStack.push_back(texture_id); - _CmdHeader.TextureId = texture_id; - _OnChangedTextureID(); + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); } void ImDrawList::PopTextureID() { - _TextureIdStack.pop_back(); - _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; - _OnChangedTextureID(); + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); } // Reserve space for a number of vertices and indices. @@ -643,83 +624,83 @@ void ImDrawList::PopTextureID() // submit the intermediate results. PrimUnreserve() can be used to release unused allocations. void ImDrawList::PrimReserve(int idx_count, int vtx_count) { - // Large mesh support (when enabled) - IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); - if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) - { - // FIXME: In theory we should be testing that vtx_count <64k here. - // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us - // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. - _CmdHeader.VtxOffset = VtxBuffer.Size; - _OnChangedVtxOffset(); - } + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } - ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - draw_cmd->ElemCount += idx_count; + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; - int vtx_buffer_old_size = VtxBuffer.Size; - VtxBuffer.resize(vtx_buffer_old_size + vtx_count); - _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; - int idx_buffer_old_size = IdxBuffer.Size; - IdxBuffer.resize(idx_buffer_old_size + idx_count); - _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } // Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) { - IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); - ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - draw_cmd->ElemCount -= idx_count; - VtxBuffer.shrink(VtxBuffer.Size - vtx_count); - IdxBuffer.shrink(IdxBuffer.Size - idx_count); + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); } // Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { - ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; - _VtxWritePtr += 4; - _VtxCurrentIdx += 4; - _IdxWritePtr += 6; + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; } void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) { - ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; - _VtxWritePtr += 4; - _VtxCurrentIdx += 4; - _IdxWritePtr += 6; + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; } void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) { - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; - _VtxWritePtr += 4; - _VtxCurrentIdx += 4; - _IdxWritePtr += 6; + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; } // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. @@ -733,949 +714,996 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { - if (points_count < 2) - return; - - const bool closed = (flags & ImDrawFlags_Closed) != 0; - const ImVec2 opaque_uv = _Data->TexUvWhitePixel; - const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw - const bool thick_line = (thickness > _FringeScale); - - if (Flags & ImDrawListFlags_AntiAliasedLines) - { - // Anti-aliased stroke - const float AA_SIZE = _FringeScale; - const ImU32 col_trans = col & ~IM_COL32_A_MASK; - - // Thicknesses <1.0 should behave like thickness 1.0 - thickness = ImMax(thickness, 1.0f); - const int integer_thickness = (int)thickness; - const float fractional_thickness = thickness - integer_thickness; - - // Do we want to draw this line using a texture? - // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. - // - If AA_SIZE is not 1.0f we cannot use the texture path. - const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); - - // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off - IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); - - const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); - const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); - PrimReserve(idx_count, vtx_count); - - // Temporary buffer - // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point - ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 - ImVec2* temp_points = temp_normals + points_count; - - // Calculate normals (tangents) for each line segment - for (int i1 = 0; i1 < count; i1++) - { - const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; - float dx = points[i2].x - points[i1].x; - float dy = points[i2].y - points[i1].y; - IM_NORMALIZE2F_OVER_ZERO(dx, dy); - temp_normals[i1].x = dy; - temp_normals[i1].y = -dx; - } - if (!closed) - temp_normals[points_count - 1] = temp_normals[points_count - 2]; - - // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point - if (use_texture || !thick_line) - { - // [PATH 1] Texture-based lines (thick or non-thick) - // [PATH 2] Non texture-based lines (non-thick) - - // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. - // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture - // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. - // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to - // allow scaling geometry while preserving one-screen-pixel AA fringe). - const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; - - // If line is not closed, the first and last points need to be generated differently as there are no normals to blend - if (!closed) - { - temp_points[0] = points[0] + temp_normals[0] * half_draw_size; - temp_points[1] = points[0] - temp_normals[0] * half_draw_size; - temp_points[(points_count - 1) * 2 + 0] = points[points_count - 1] + temp_normals[points_count - 1] * half_draw_size; - temp_points[(points_count - 1) * 2 + 1] = points[points_count - 1] - temp_normals[points_count - 1] * half_draw_size; - } - - // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges - // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) - // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment - for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment - { - const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment - const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment - - // Average normals - float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; - float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_FIXNORMAL2F(dm_x, dm_y); - dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area - dm_y *= half_draw_size; - - // Add temporary vertexes for the outer edges - ImVec2* out_vtx = &temp_points[i2 * 2]; - out_vtx[0].x = points[i2].x + dm_x; - out_vtx[0].y = points[i2].y + dm_y; - out_vtx[1].x = points[i2].x - dm_x; - out_vtx[1].y = points[i2].y - dm_y; - - if (use_texture) - { - // Add indices for two triangles - _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri - _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri - _IdxWritePtr += 6; - } - else - { - // Add indexes for four triangles - _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 - _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 - _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 - _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 - _IdxWritePtr += 12; - } - - idx1 = idx2; - } - - // Add vertexes for each point on the line - if (use_texture) - { - // If we're using textures we only need to emit the left/right edge vertices - ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; - /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! - { - const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; - tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() - tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; - tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; - tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; - }*/ - ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); - ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); - for (int i = 0; i < points_count; i++) - { - _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge - _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge - _VtxWritePtr += 2; - } - } - else - { - // If we're not using a texture, we need the center vertex as well - for (int i = 0; i < points_count; i++) - { - _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line - _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge - _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge - _VtxWritePtr += 3; - } - } - } - else - { - // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point - const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; - - // If line is not closed, the first and last points need to be generated differently as there are no normals to blend - if (!closed) - { - const int points_last = points_count - 1; - temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); - temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); - temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); - temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); - temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); - temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); - temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); - temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); - } - - // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges - // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) - // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment - for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment - { - const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment - const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment - - // Average normals - float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; - float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_FIXNORMAL2F(dm_x, dm_y); - float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); - float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); - float dm_in_x = dm_x * half_inner_thickness; - float dm_in_y = dm_y * half_inner_thickness; - - // Add temporary vertices - ImVec2* out_vtx = &temp_points[i2 * 4]; - out_vtx[0].x = points[i2].x + dm_out_x; - out_vtx[0].y = points[i2].y + dm_out_y; - out_vtx[1].x = points[i2].x + dm_in_x; - out_vtx[1].y = points[i2].y + dm_in_y; - out_vtx[2].x = points[i2].x - dm_in_x; - out_vtx[2].y = points[i2].y - dm_in_y; - out_vtx[3].x = points[i2].x - dm_out_x; - out_vtx[3].y = points[i2].y - dm_out_y; - - // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); - _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); - _IdxWritePtr += 18; - - idx1 = idx2; - } - - // Add vertices - for (int i = 0; i < points_count; i++) - { - _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; - _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; - _VtxWritePtr += 4; - } - } - _VtxCurrentIdx += (ImDrawIdx)vtx_count; - } - else - { - // [PATH 4] Non texture-based, Non anti-aliased lines - const int idx_count = count * 6; - const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges - PrimReserve(idx_count, vtx_count); - - for (int i1 = 0; i1 < count; i1++) - { - const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; - const ImVec2& p1 = points[i1]; - const ImVec2& p2 = points[i2]; - - float dx = p2.x - p1.x; - float dy = p2.y - p1.y; - IM_NORMALIZE2F_OVER_ZERO(dx, dy); - dx *= (thickness * 0.5f); - dy *= (thickness * 0.5f); - - _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; - _VtxWritePtr += 4; - - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); - _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); - _IdxWritePtr += 6; - _VtxCurrentIdx += 4; - } - } -} - -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { - if (points_count < 3) - return; - - const ImVec2 uv = _Data->TexUvWhitePixel; - - if (Flags & ImDrawListFlags_AntiAliasedFill) - { - // Anti-aliased Fill - const float AA_SIZE = _FringeScale; - const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = (points_count - 2) * 3 + points_count * 6; - const int vtx_count = (points_count * 2); - PrimReserve(idx_count, vtx_count); - - // Add indexes for fill - unsigned int vtx_inner_idx = _VtxCurrentIdx; - unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; - for (int i = 2; i < points_count; i++) - { - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); - _IdxWritePtr += 3; - } - - // Compute normals - ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 - for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) - { - const ImVec2& p0 = points[i0]; - const ImVec2& p1 = points[i1]; - float dx = p1.x - p0.x; - float dy = p1.y - p0.y; - IM_NORMALIZE2F_OVER_ZERO(dx, dy); - temp_normals[i0].x = dy; - temp_normals[i0].y = -dx; - } - - for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) - { - // Average normals - const ImVec2& n0 = temp_normals[i0]; - const ImVec2& n1 = temp_normals[i1]; - float dm_x = (n0.x + n1.x) * 0.5f; - float dm_y = (n0.y + n1.y) * 0.5f; - IM_FIXNORMAL2F(dm_x, dm_y); - dm_x *= AA_SIZE * 0.5f; - dm_y *= AA_SIZE * 0.5f; - - // Add vertices - _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner - _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer - _VtxWritePtr += 2; - - // Add indexes for fringes - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); - _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); - _IdxWritePtr += 6; - } - _VtxCurrentIdx += (ImDrawIdx)vtx_count; - } - else - { - // Non Anti-aliased Fill - const int idx_count = (points_count - 2) * 3; - const int vtx_count = points_count; - PrimReserve(idx_count, vtx_count); - for (int i = 0; i < vtx_count; i++) - { - _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; - _VtxWritePtr++; - } - for (int i = 2; i < points_count; i++) - { - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); - _IdxWritePtr += 3; - } - _VtxCurrentIdx += (ImDrawIdx)vtx_count; - } + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } } void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius <= 0.0f) - { - _Path.push_back(center); - return; - } - - // Calculate arc auto segment step size - if (a_step <= 0) - a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); - - // Make sure we never do steps larger than one quarter of the circle - a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); - - const int sample_range = ImAbs(a_max_sample - a_min_sample); - const int a_next_step = a_step; - - int samples = sample_range + 1; - bool extra_max_sample = false; - if (a_step > 1) - { - samples = sample_range / a_step + 1; - const int overstep = sample_range % a_step; - - if (overstep > 0) - { - extra_max_sample = true; - samples++; - - // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, - // distribute first step range evenly between them by reducing first step size. - if (sample_range > 0) - a_step -= (a_step - overstep) / 2; - } - } - - _Path.resize(_Path.Size + samples); - ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); - - int sample_index = a_min_sample; - if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) - { - sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - if (sample_index < 0) - sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - } - - if (a_max_sample >= a_min_sample) - { - for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) - { - // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more - if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) - sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - - const ImVec2 s = _Data->ArcFastVtx[sample_index]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; - out_ptr++; - } - } - else - { - for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) - { - // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more - if (sample_index < 0) - sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - - const ImVec2 s = _Data->ArcFastVtx[sample_index]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; - out_ptr++; - } - } - - if (extra_max_sample) - { - int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - if (normalized_max_sample < 0) - normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - - const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; - out_ptr++; - } - - IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) - { - _Path.push_back(center); - return; - } + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } - // Note that we are adding a point at both a_min and a_max. - // If you are trying to draw a full closed circle you don't want the overlapping points! - _Path.reserve(_Path.Size + (num_segments + 1)); - for (int i = 0; i <= num_segments; i++) - { - const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); - } + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } } // 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) { - if (radius <= 0.0f) - { - _Path.push_back(center); - return; - } - _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); } void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) - { - _Path.push_back(center); - return; - } - - if (num_segments > 0) - { - _PathArcToN(center, radius, a_min, a_max, num_segments); - return; - } - - // Automatic segment count - if (radius <= _Data->ArcFastRadiusCutoff) - { - const bool a_is_reverse = a_max < a_min; - - // We are going to use precomputed values for mid samples. - // Determine first and last sample in lookup table that belong to the arc. - const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); - const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); - - const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); - const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); - const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); - - const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; - const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; - - _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); - if (a_emit_start) - _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); - if (a_mid_samples > 0) - _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); - if (a_emit_end) - _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); - } - else - { - const float arc_length = ImAbs(a_max - a_min); - const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); - const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); - _PathArcToN(center, radius, a_min, a_max, arc_segment_count); - } + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y); + const float rel_x = (point.x * cos_rot) - (point.y * sin_rot); + const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); + point.x = rel_x + center.x; + point.y = rel_y + center.y; + _Path.push_back(point); + } } ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { - float u = 1.0f - t; - float w1 = u * u * u; - float w2 = 3 * u * u * t; - float w3 = 3 * u * t * t; - float w4 = t * t * t; - return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); } ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) { - float u = 1.0f - t; - float w1 = u * u; - float w2 = 2 * u * t; - float w3 = t * t; - return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); } // Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { - float dx = x4 - x1; - float dy = y4 - y1; - float d2 = (x2 - x4) * dy - (y2 - y4) * dx; - float d3 = (x3 - x4) * dy - (y3 - y4) * dx; - d2 = (d2 >= 0) ? d2 : -d2; - d3 = (d3 >= 0) ? d3 : -d3; - if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) - { - path->push_back(ImVec2(x4, y4)); - } - else if (level < 10) - { - float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; - float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; - float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; - float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; - float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; - float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; - PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); - } + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } } static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) { - float dx = x3 - x1, dy = y3 - y1; - float det = (x2 - x3) * dy - (y2 - y3) * dx; - if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) - { - path->push_back(ImVec2(x3, y3)); - } - else if (level < 10) - { - float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; - float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; - float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; - PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); - PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); - } + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } } void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) { - ImVec2 p1 = _Path.back(); - if (num_segments == 0) - { - PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated - } - else - { - float t_step = 1.0f / (float)num_segments; - for (int i_step = 1; i_step <= num_segments; i_step++) - _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); - } + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } } void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) { - ImVec2 p1 = _Path.back(); - if (num_segments == 0) - { - PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated - } - else - { - float t_step = 1.0f / (float)num_segments; - for (int i_step = 1; i_step <= num_segments; i_step++) - _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); - } + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } } -IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) - // ~0 --> ImDrawFlags_RoundCornersAll or 0 - if (flags == ~0) - return ImDrawFlags_RoundCornersAll; - - // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) - // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) - // 0x02 --> ImDrawFlags_RoundCornersTopRight - // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight - // 0x04 --> ImDrawFlags_RoundCornersBotLeft - // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft - // ... - // 0x0F --> ImDrawFlags_RoundCornersAll or 0 - // (See all values in ImDrawCornerFlags_) - if (flags >= 0x01 && flags <= 0x0F) - return (flags << 4); - - // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' #endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); - // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. - // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... - IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; - if ((flags & ImDrawFlags_RoundCornersMask_) == 0) - flags |= ImDrawFlags_RoundCornersAll; - - return flags; + return flags; } void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) { - flags = FixRectCornerFlags(flags); - 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); - - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) - { - PathLineTo(a); - PathLineTo(ImVec2(b.x, a.y)); - PathLineTo(b); - PathLineTo(ImVec2(a.x, b.y)); - } - else - { - const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; - const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; - const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; - const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; - PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); - PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); - PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); - PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); - } + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + 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); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } } void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { - if ((col & IM_COL32_A_MASK) == 0) - return; - PathLineTo(p1 + ImVec2(0.5f, 0.5f)); - PathLineTo(p2 + ImVec2(0.5f, 0.5f)); - PathStroke(col, 0, thickness); + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { - if ((col & IM_COL32_A_MASK) == 0) - return; - if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); - else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. - PathStroke(col, ImDrawFlags_Closed, thickness); + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { - if ((col & IM_COL32_A_MASK) == 0) - return; - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) - { - PrimReserve(6, 4); - PrimRect(p_min, p_max, col); - } - else - { - PathRect(p_min, p_max, rounding, flags); - PathFillConvex(col); - } + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } } // p_min = upper-left, p_max = lower-right void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { - if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) - return; + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; - const ImVec2 uv = _Data->TexUvWhitePixel; - PrimReserve(6, 4); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); - PrimWriteVtx(p_min, uv, col_upr_left); - PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); - PrimWriteVtx(p_max, uv, col_bot_right); - PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathLineTo(p2); - PathLineTo(p3); - PathLineTo(p4); - PathStroke(col, ImDrawFlags_Closed, thickness); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathLineTo(p2); - PathLineTo(p3); - PathLineTo(p4); - PathFillConvex(col); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); } void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathLineTo(p2); - PathLineTo(p3); - PathStroke(col, ImDrawFlags_Closed, thickness); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathLineTo(p2); - PathLineTo(p3); - PathFillConvex(col); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); } 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) - return; + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; - if (num_segments <= 0) - { - // Use arc with automatic segment count - _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); - _Path.Size--; - } - else - { - // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) - num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - } + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } - PathStroke(col, ImDrawFlags_Closed, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) - return; + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; - if (num_segments <= 0) - { - // Use arc with automatic segment count - _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); - _Path.Size--; - } - else - { - // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) - num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); - } + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } - PathFillConvex(col); + PathFillConvex(col); } // Guaranteed to honor 'num_segments' void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) - return; + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, ImDrawFlags_Closed, thickness); + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) - return; + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); - PathFillConvex(col); + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); } // Cubic Bezier takes 4 controls points void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathBezierCubicCurveTo(p2, p3, p4, num_segments); - PathStroke(col, 0, thickness); + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); } // Quadratic Bezier takes 3 controls points void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - PathLineTo(p1); - PathBezierQuadraticCurveTo(p2, p3, num_segments); - PathStroke(col, 0, thickness); + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - if (text_end == NULL) - text_end = text_begin + strlen(text_begin); - if (text_begin == text_end) - return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; - // Pull default font/size from the shared ImDrawListSharedData instance - if (font == NULL) - font = _Data->Font; - if (font_size == 0.0f) - font_size = _Data->FontSize; + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - ImVec4 clip_rect = _CmdHeader.ClipRect; - if (cpu_fine_clip_rect) - { - clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); - clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); - clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); - clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); - } - font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); } void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) { - AddText(NULL, 0.0f, pos, col, text_begin, text_end); + AddText(NULL, 0.0f, pos, col, text_begin, text_end); } void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; - if (push_texture_id) - PushTextureID(user_texture_id); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); - PrimReserve(6, 4); - PrimRectUV(p_min, p_max, uv_min, uv_max, col); + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); - if (push_texture_id) - PopTextureID(); + if (push_texture_id) + PopTextureID(); } void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; - if (push_texture_id) - PushTextureID(user_texture_id); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); - PrimReserve(6, 4); - PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); - if (push_texture_id) - PopTextureID(); + if (push_texture_id) + PopTextureID(); } void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { - if ((col & IM_COL32_A_MASK) == 0) - return; + if ((col & IM_COL32_A_MASK) == 0) + return; - flags = FixRectCornerFlags(flags); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) - { - AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); - return; - } + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; - if (push_texture_id) - PushTextureID(user_texture_id); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); - int vert_start_idx = VtxBuffer.Size; - PathRect(p_min, p_max, rounding, flags); - PathFillConvex(col); - int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); - if (push_texture_id) - PopTextureID(); + if (push_texture_id) + PopTextureID(); } @@ -1687,164 +1715,221 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi void ImDrawListSplitter::ClearFreeMemory() { - for (int i = 0; i < _Channels.Size; i++) - { - if (i == _Current) - memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i]._CmdBuffer.clear(); - _Channels[i]._IdxBuffer.clear(); - } - _Current = 0; - _Count = 1; - _Channels.clear(); + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); } void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { - IM_UNUSED(draw_list); - IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - { - _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable - _Channels.resize(channels_count); - } - _Count = channels_count; - - // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer - // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) - { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i]._CmdBuffer.resize(0); - _Channels[i]._IdxBuffer.resize(0); - } - } + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } } void ImDrawListSplitter::Merge(ImDrawList* draw_list) { - // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. - if (_Count <= 1) - return; - - SetCurrentChannel(draw_list, 0); - draw_list->_PopUnusedDrawCmd(); - - // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. - int new_cmd_buffer_count = 0; - int new_idx_buffer_count = 0; - ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; - int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; - for (int i = 1; i < _Count; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() - ch._CmdBuffer.pop_back(); - - if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) - { - // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. - // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. - ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; - if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) - { - // Merge previous channel last draw command with current channel first draw command if matching. - last_cmd->ElemCount += next_cmd->ElemCount; - idx_offset += next_cmd->ElemCount; - ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. - } - } - if (ch._CmdBuffer.Size > 0) - last_cmd = &ch._CmdBuffer.back(); - new_cmd_buffer_count += ch._CmdBuffer.Size; - new_idx_buffer_count += ch._IdxBuffer.Size; - for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) - { - ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; - idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; - } - } - draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); - draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); - - // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) - ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; - ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _Count; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } - } - draw_list->_IdxWritePtr = idx_write; - - // Ensure there's always a non-callback draw command trailing the command-buffer - if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) - draw_list->AddDrawCmd(); - - // If current command is used with different settings we need to add a new command - ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset - else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) - draw_list->AddDrawCmd(); - - _Count = 1; + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; } void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) { - IM_ASSERT(idx >= 0 && idx < _Count); - if (_Current == idx) - return; + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; - // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() - memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); - memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); - _Current = idx; - memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); - memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); - draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; - // If current command is used with different settings we need to add a new command - ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; - if (curr_cmd == NULL) - draw_list->AddDrawCmd(); - else if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset - else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) - draw_list->AddDrawCmd(); + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); } //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! void ImDrawData::DeIndexAllBuffers() { - ImVector new_vtx_buffer; - TotalVtxCount = TotalIdxCount = 0; - for (int i = 0; i < CmdListsCount; i++) - { - ImDrawList* cmd_list = CmdLists[i]; - if (cmd_list->IdxBuffer.empty()) - continue; - new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); - for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) - new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; - cmd_list->VtxBuffer.swap(new_vtx_buffer); - cmd_list->IdxBuffer.resize(0); - TotalVtxCount += cmd_list->VtxBuffer.Size; - } + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } } // Helper to scale the ClipRect field of each ImDrawCmd. @@ -1852,15 +1937,9 @@ void ImDrawData::DeIndexAllBuffers() // or if there is a difference between your window resolution and framebuffer resolution. void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { - for (int i = 0; i < CmdListsCount; i++) - { - ImDrawList* cmd_list = CmdLists[i]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); - } - } + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); } //----------------------------------------------------------------------------- @@ -1870,50 +1949,58 @@ void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) // Generic linear color gradient, write to RGB fields, leave A untouched. void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) { - ImVec2 gradient_extent = gradient_p1 - gradient_p0; - float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); - ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; - ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; - const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; - const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; - const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; - const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; - const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; - const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; - for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) - { - float d = ImDot(vert->pos - gradient_p0, gradient_extent); - float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); - int r = (int)(col0_r + col_delta_r * t); - int g = (int)(col0_g + col_delta_g * t); - int b = (int)(col0_b + col_delta_b * t); - vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); - } + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } } // Distribute UV over (a, b) rectangle void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) { - const ImVec2 size = b - a; - const ImVec2 uv_size = uv_b - uv_a; - const ImVec2 scale = ImVec2( - size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, - size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); - - ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; - ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; - if (clamp) - { - const ImVec2 min = ImMin(uv_a, uv_b); - const ImVec2 max = ImMax(uv_a, uv_b); - for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) - vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); - } - else - { - for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) - vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); - } + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; } //----------------------------------------------------------------------------- @@ -1922,13 +2009,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve ImFontConfig::ImFontConfig() { - memset(this, 0, sizeof(*this)); - FontDataOwnedByAtlas = true; - OversampleH = 3; // FIXME: 2 may be a better default? - OversampleV = 1; - GlyphMaxAdvanceX = FLT_MAX; - RasterizerMultiply = 1.0f; - EllipsisChar = (ImWchar)-1; + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = (ImWchar)-1; } //----------------------------------------------------------------------------- @@ -1942,378 +2030,382 @@ const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { - "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " - "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" - "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" - "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " - "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " - "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " - "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " - "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " - "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " - "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " - "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " - "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " - "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" - "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" - "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " - "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" - "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " - "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " - "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " - "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " - " X..X - - X...X - X...X - X..X X..X - - X........X - " - " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " - "------------- - X - X -X.....................X- ------------------- " - " ----------------------------------- X...XXXXXXXXXXXXX...X - " - " - X..X X..X - " - " - X.X X.X - " - " - XX XX - " + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " }; static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = { - // Pos ........ Size ......... Offset ...... - { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Arrow - { ImVec2(13,0), ImVec2(7,16), ImVec2(1, 8) }, // ImGuiMouseCursor_TextInput - { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll - { ImVec2(21,0), ImVec2(9,23), ImVec2(4,11) }, // ImGuiMouseCursor_ResizeNS - { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW - { ImVec2(73,0), ImVec2(17,17), ImVec2(8, 8) }, // ImGuiMouseCursor_ResizeNESW - { ImVec2(55,0), ImVec2(17,17), ImVec2(8, 8) }, // ImGuiMouseCursor_ResizeNWSE - { ImVec2(91,0), ImVec2(17,22), ImVec2(5, 0) }, // ImGuiMouseCursor_Hand - { ImVec2(109,0),ImVec2(13,15), ImVec2(6, 7) }, // ImGuiMouseCursor_NotAllowed + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() { - memset(this, 0, sizeof(*this)); - TexGlyphPadding = 1; - PackIdMouseCursors = PackIdLines = -1; + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Clear(); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); } void ImFontAtlas::ClearInputData() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (int i = 0; i < ConfigData.Size; i++) - if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) - { - IM_FREE(ConfigData[i].FontData); - ConfigData[i].FontData = NULL; - } - - // When clearing this we lose access to the font name and other information used to build the font. - for (int i = 0; i < Fonts.Size; i++) - if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) - { - Fonts[i]->ConfigData = NULL; - Fonts[i]->ConfigDataCount = 0; - } - ConfigData.clear(); - CustomRects.clear(); - PackIdMouseCursors = PackIdLines = -1; - // Important: we leave TexReady untouched + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - if (TexPixelsAlpha8) - IM_FREE(TexPixelsAlpha8); - if (TexPixelsRGBA32) - IM_FREE(TexPixelsRGBA32); - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexPixelsUseColors = false; - // Important: we leave TexReady untouched + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Fonts.clear_delete(); - TexReady = false; + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; } void ImFontAtlas::Clear() { - ClearInputData(); - ClearTexData(); - ClearFonts(); + ClearInputData(); + ClearTexData(); + ClearFonts(); } void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { - // Build atlas on demand - if (TexPixelsAlpha8 == NULL) - Build(); + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); - *out_pixels = TexPixelsAlpha8; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; } void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { - // Convert to RGBA32 format on demand - // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp - if (!TexPixelsRGBA32) - { - unsigned char* pixels = NULL; - GetTexDataAsAlpha8(&pixels, NULL, NULL); - if (pixels) - { - TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); - const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; - for (int n = TexWidth * TexHeight; n > 0; n--) - *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); - } - } - - *out_pixels = (unsigned char*)TexPixelsRGBA32; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; } ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); - IM_ASSERT(font_cfg->SizePixels > 0.0f); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - // Create new font - if (!font_cfg->MergeMode) - Fonts.push_back(IM_NEW(ImFont)); - else - IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } - ConfigData.push_back(*font_cfg); - ImFontConfig& new_font_cfg = ConfigData.back(); - if (new_font_cfg.DstFont == NULL) - new_font_cfg.DstFont = Fonts.back(); - if (!new_font_cfg.FontDataOwnedByAtlas) - { - new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); - new_font_cfg.FontDataOwnedByAtlas = true; - memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); - } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; - if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) - new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + ImFontAtlasUpdateConfigDataPointers(this); - // Invalidate texture - TexReady = false; - ClearTexData(); - return new_font_cfg.DstFont; + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) static unsigned int stb_decompress_length(const unsigned char* input); static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); -static const char* GetDefaultCompressedFontDataTTFBase85(); -static unsigned int Decode85Byte(char c) { return c >= '\\' ? c - 36 : c - 35; } +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { - while (*src) - { - unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); - dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. - src += 5; - dst += 4; - } + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } } // Load embedded ProggyClean.ttf at size 13, disable oversampling ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) { - ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); - if (!font_cfg_template) - { - font_cfg.OversampleH = font_cfg.OversampleV = 1; - font_cfg.PixelSnapH = true; - } - if (font_cfg.SizePixels <= 0.0f) - font_cfg.SizePixels = 13.0f * 1.0f; - if (font_cfg.Name[0] == '\0') - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); - font_cfg.EllipsisChar = (ImWchar)0x0085; - font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units - - const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); - const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); - ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - return font; + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; } ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - size_t data_size = 0; - void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); - if (!data) - { - IM_ASSERT_USER_ERROR(0, "Could not load font file!"); - return NULL; - } - ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); - if (font_cfg.Name[0] == '\0') - { - // Store a short copy of filename into into the font name for convenience - const char* p; - for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); - } - return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). -ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); - IM_ASSERT(font_cfg.FontData == NULL); - font_cfg.FontData = ttf_data; - font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; - if (glyph_ranges) - font_cfg.GlyphRanges = glyph_ranges; - return AddFont(&font_cfg); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); } ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); - stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); - ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); - IM_ASSERT(font_cfg.FontData == NULL); - font_cfg.FontDataOwnedByAtlas = true; - return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); } ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { - int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); - Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); - ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); - IM_FREE(compressed_ttf); - return font; + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; } int ImFontAtlas::AddCustomRectRegular(int width, int height) { - IM_ASSERT(width > 0 && width <= 0xFFFF); - IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index } int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 - IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); #endif - IM_ASSERT(font != NULL); - IM_ASSERT(width > 0 && width <= 0xFFFF); - IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - r.GlyphID = id; - r.GlyphAdvanceX = advance_x; - r.GlyphOffset = offset; - r.Font = font; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index } void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { - IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates - IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed - *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); - *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); } bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { - if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) - return false; - if (Flags & ImFontAtlasFlags_NoMouseCursors) - return false; - - IM_ASSERT(PackIdMouseCursors != -1); - ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); - ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; - *out_size = size; - *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; - out_uv_border[0] = (pos)*TexUvScale; - out_uv_border[1] = (pos + size) * TexUvScale; - pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - out_uv_fill[0] = (pos)*TexUvScale; - out_uv_fill[1] = (pos + size) * TexUvScale; - return true; + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; } bool ImFontAtlas::Build() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - // Default font is none are specified - if (ConfigData.Size == 0) - AddFontDefault(); + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); - // Select builder - // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which - // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are - // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere - // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. - const ImFontBuilderIO* builder_io = FontBuilderIO; - if (builder_io == NULL) - { + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { #ifdef IMGUI_ENABLE_FREETYPE - builder_io = ImGuiFreeType::GetBuilderForFreeType(); + builder_io = ImGuiFreeType::GetBuilderForFreeType(); #elif defined(IMGUI_ENABLE_STB_TRUETYPE) - builder_io = ImFontAtlasGetBuilderForStbTruetype(); + builder_io = ImFontAtlasGetBuilderForStbTruetype(); #else - IM_ASSERT(0); // Invalid Build function + IM_ASSERT(0); // Invalid Build function #endif - } + } - // Build - return builder_io->FontBuilder_Build(this); + // Build + return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) { - for (unsigned int i = 0; i < 256; i++) - { - unsigned int value = (unsigned int)(i * in_brighten_factor); - out_table[i] = value > 255 ? 255 : (value & 0xFF); - } + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } } void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { - unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride) - for (int i = 0; i < w; i++) - data[i] = table[data[i]]; + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; } #ifdef IMGUI_ENABLE_STB_TRUETYPE @@ -2321,756 +2413,800 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData { - stbtt_fontinfo FontInfo; - stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - stbtt_packedchar* PackedChars; // Output glyphs - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) struct ImFontBuildDstData { - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) { - IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); - const ImU32* it_begin = in->Storage.begin(); - const ImU32* it_end = in->Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - out->push_back((int)(((it - it_begin) << 5) + bit_n)); + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); } static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { - IM_ASSERT(atlas->ConfigData.Size > 0); - - ImFontAtlasBuildInit(atlas); - - // Clear atlas - atlas->TexID = (ImTextureID)NULL; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); - - // Temporary storage for building - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - if (src_tmp.DstIndex == -1) - { - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? - return false; - } - // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); - IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) - return false; - - // Measure highest codepoints - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) - continue; - if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - ImVector buf_packedchars; - buf_rects.resize(total_glyphs_count); - buf_packedchars.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - int total_surface = 0; - int buf_rects_out_n = 0; - int buf_packedchars_out_n = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - buf_packedchars_out_n += src_tmp.GlyphsCount; - - // Convert our ranges in the format stb_truetype wants - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels; - src_tmp.PackRange.first_unicode_codepoint_in_range = 0; - src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; - src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; - src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; - src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; - src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; - - // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - int x0, y0, x1, y1; - const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); - IM_ASSERT(glyph_index_in_font != 0); - stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); - src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; - } - } - - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; - else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; - - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - stbtt_pack_context spc = {}; - stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); - ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); - - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); - } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); - memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); - spc.pixels = atlas->TexPixelsAlpha8; - spc.height = atlas->TexHeight; - - // 8. Render/rasterize font characters into the texture - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); - - // Apply multiply operator - if (cfg.RasterizerMultiply != 1.0f) - { - unsigned char multiply_table[256]; - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - stbrp_rect* r = &src_tmp.Rects[0]; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) - if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); - } - src_tmp.Rects = NULL; - } - - // End packing - stbtt_PackEnd(&spc); - buf_rects.clear(); - - // 9. Setup ImFont and glyphs for runtime - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; - - const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); - int unscaled_ascent, unscaled_descent, unscaled_line_gap; - stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - - const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); - const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - // Register glyph - const int codepoint = src_tmp.GlyphsList[glyph_i]; - const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - stbtt_aligned_quad q; - float unused_x = 0.0f, unused_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); - } - } - - // Cleanup - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); - return true; + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. + IM_ASSERT(src_range[0] <= src_range[1]); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; } const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() { - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; - return &io; + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; } #endif // IMGUI_ENABLE_STB_TRUETYPE +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { - if (!font_config->MergeMode) - { - font->ClearOutputData(); - font->FontSize = font_config->SizePixels; - font->ConfigData = font_config; - font->ConfigDataCount = 0; - font->ContainerAtlas = atlas; - font->Ascent = ascent; - font->Descent = descent; - } - font->ConfigDataCount++; + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } } void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) { - stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; - IM_ASSERT(pack_context != NULL); - - ImVector& user_rects = atlas->CustomRects; - IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. - - ImVector pack_rects; - pack_rects.resize(user_rects.Size); - memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); - for (int i = 0; i < user_rects.Size; i++) - { - pack_rects[i].w = user_rects[i].Width; - pack_rects[i].h = user_rects[i].Height; - } - stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); - for (int i = 0; i < pack_rects.Size; i++) - if (pack_rects[i].was_packed) - { - user_rects[i].X = pack_rects[i].x; - user_rects[i].Y = pack_rects[i].y; - IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); - atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); - } + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } } void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) { - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; } static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); - IM_ASSERT(r->IsPacked()); - - const int w = atlas->TexWidth; - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - { - // Render/copy pixels - IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - const int x_for_white = r->X; - const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - if (atlas->TexPixelsAlpha8 != NULL) - { - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); - } - else - { - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); - } - } - else - { - // Render 4 white pixels - IM_ASSERT(r->Width == 2 && r->Height == 2); - const int offset = (int)r->X + (int)r->Y * w; - if (atlas->TexPixelsAlpha8 != NULL) - { - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; - } - else - { - atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; - } - } - atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + else + { + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) { - if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) - return; - - // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); - IM_ASSERT(r->IsPacked()); - for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row - { - // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle - unsigned int y = n; - unsigned int line_width = n; - unsigned int pad_left = (r->Width - line_width) / 2; - unsigned int pad_right = r->Width - (pad_left + line_width); - - // Write each slice - IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - if (atlas->TexPixelsAlpha8 != NULL) - { - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) - *(write_ptr + i) = 0x00; - - for (unsigned int i = 0; i < line_width; i++) - *(write_ptr + pad_left + i) = 0xFF; - - for (unsigned int i = 0; i < pad_right; i++) - *(write_ptr + pad_left + line_width + i) = 0x00; - } - else - { - unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) - *(write_ptr + i) = IM_COL32_BLACK_TRANS; - - for (unsigned int i = 0; i < line_width; i++) - *(write_ptr + pad_left + i) = IM_COL32_WHITE; - - for (unsigned int i = 0; i < pad_right; i++) - *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; - } - - // Calculate UVs for this line - ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; - ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; - float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts - atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); - } + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } } // Note: this is called / shared by both the stb_truetype and the FreeType builder void ImFontAtlasBuildInit(ImFontAtlas* atlas) { - // Register texture region for mouse cursors or standard white pixels - if (atlas->PackIdMouseCursors < 0) - { - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); - } - - // Register texture region for thick lines - // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row - if (atlas->PackIdLines < 0) - { - if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) - atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); - } + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + for (ImFontConfig& cfg : atlas->ConfigData) + cfg.SizePixels = ImTrunc(cfg.SizePixels); + + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } } // This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { - // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); - ImFontAtlasBuildRenderDefaultTexData(atlas); - ImFontAtlasBuildRenderLinesTexData(atlas); + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); - // Register custom rectangle glyphs - for (int i = 0; i < atlas->CustomRects.Size; i++) - { - const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; - if (r->Font == NULL || r->GlyphID == 0) - continue; + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; - // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH - IM_ASSERT(r->Font->ContainerAtlas == atlas); - ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(r, &uv0, &uv1); - r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); - } + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + } - // Build all fonts lookup tables - for (int i = 0; i < atlas->Fonts.Size; i++) - if (atlas->Fonts[i]->DirtyLookupTables) - atlas->Fonts[i]->BuildLookupTable(); + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); - atlas->TexReady = true; + atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) -const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() { - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0, - }; - return &ranges[0]; + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3131, 0x3163, // Korean alphabets - 0xAC00, 0xD7A3, // Korean characters - 0xFFFD, 0xFFFD, // Invalid - 0, - }; - return &ranges[0]; + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() { - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x2000, 0x206F, // General Punctuation - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD, // Invalid - 0x4e00, 0x9FAF, // CJK Ideograms - 0, - }; - return &ranges[0]; + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; } static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) { - for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) - { - out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); - base_codepoint += accumulative_offsets[n]; - } - out_ranges[0] = 0; + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; } //------------------------------------------------------------------------- // [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- -const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() -{ - // Store 2500 regularly used characters for Simplified Chinese. - // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 - // This table covers 97.97% of all characters used during the month in July, 1987. - // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. - // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) - static const short accumulative_offsets_from_0x4E00[] = - { - 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, - 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, - 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, - 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, - 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, - 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, - 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, - 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, - 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, - 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, - 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, - 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, - 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, - 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, - 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, - 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, - 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, - 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, - 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, - 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, - 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, - 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, - 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, - 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, - 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, - 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, - 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, - 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, - 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, - 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, - 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, - 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, - 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, - 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, - 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, - 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, - 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, - 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, - 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, - 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 - }; - static ImWchar base_ranges[] = // not zero-terminated - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x2000, 0x206F, // General Punctuation - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD // Invalid - }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; - if (!full_ranges[0]) - { - memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); - } - return &full_ranges[0]; -} - -const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() -{ - // 2999 ideograms code points for Japanese - // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points - // - 863 Jinmeiyo (meaning "for personal name") Kanji code points - // - Sourced from the character information database of the Information-technology Promotion Agency, Japan - // - https://mojikiban.ipa.go.jp/mji/ - // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). - // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en - // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode - // - You can generate this code by the script at: - // - https://github.com/vaiorabbit/everyday_use_kanji - // - References: - // - List of Joyo Kanji - // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html - // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji - // - List of Jinmeiyo Kanji - // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html - // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji - // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. - // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. - // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) - static const short accumulative_offsets_from_0x4E00[] = - { - 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, - 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, - 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, - 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, - 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, - 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, - 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, - 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, - 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, - 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, - 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, - 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, - 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, - 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, - 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, - 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, - 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, - 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, - 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, - 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, - 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, - 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, - 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, - 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, - 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, - 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, - 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, - 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, - 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, - 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, - 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, - 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, - 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, - 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, - 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, - 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, - 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, - 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, - 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, - 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, - 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, - 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, - 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, - 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, - 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, - 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, - 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, - 3,2,1,1,1,1,2,1,1, - }; - static ImWchar base_ranges[] = // not zero-terminated - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD // Invalid - }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; - if (!full_ranges[0]) - { - memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); - } - return &full_ranges[0]; -} - -const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() -{ - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement - 0x2DE0, 0x2DFF, // Cyrillic Extended-A - 0xA640, 0xA69F, // Cyrillic Extended-B - 0, - }; - return &ranges[0]; -} - -const ImWchar* ImFontAtlas::GetGlyphRangesThai() -{ - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin - 0x2010, 0x205E, // Punctuations - 0x0E00, 0x0E7F, // Thai - 0, - }; - return &ranges[0]; -} - -const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() -{ - static const ImWchar ranges[] = - { - 0x0020, 0x00FF, // Basic Latin - 0x0102, 0x0103, - 0x0110, 0x0111, - 0x0128, 0x0129, - 0x0168, 0x0169, - 0x01A0, 0x01A1, - 0x01AF, 0x01B0, - 0x1EA0, 0x1EF9, - 0, - }; - return &ranges[0]; +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; } //----------------------------------------------------------------------------- @@ -3079,36 +3215,36 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { - while (text_end ? (text < text_end) : *text) - { - unsigned int c = 0; - int c_len = ImTextCharFromUtf8(&c, text, text_end); - text += c_len; - if (c_len == 0) - break; - AddChar((ImWchar)c); - } + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } } void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { - for (; ranges[0]; ranges += 2) - for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 - AddChar((ImWchar)c); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); } void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; - for (int n = 0; n <= max_codepoint; n++) - if (GetBit(n)) - { - out_ranges->push_back((ImWchar)n); - while (n < max_codepoint && GetBit(n + 1)) - n++; - out_ranges->push_back((ImWchar)n); - } - out_ranges->push_back(0); + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); } //----------------------------------------------------------------------------- @@ -3117,147 +3253,160 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) ImFont::ImFont() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)-1; - EllipsisChar = (ImWchar)-1; - DotChar = (ImWchar)-1; - FallbackGlyph = NULL; - ContainerAtlas = NULL; - ConfigData = NULL; - ConfigDataCount = 0; - DirtyLookupTables = false; - Scale = 1.0f; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)-1; + EllipsisChar = (ImWchar)-1; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() { - ClearOutputData(); + ClearOutputData(); } void ImFont::ClearOutputData() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - Glyphs.clear(); - IndexAdvanceX.clear(); - IndexLookup.clear(); - FallbackGlyph = NULL; - ContainerAtlas = NULL; - DirtyLookupTables = true; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; } static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) { - for (int n = 0; n < candidate_chars_count; n++) - if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) - return candidate_chars[n]; - return (ImWchar)-1; + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; } void ImFont::BuildLookupTable() { - int max_codepoint = 0; - for (int i = 0; i != Glyphs.Size; i++) - max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); - - // Build lookup table - IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved - IndexAdvanceX.clear(); - IndexLookup.clear(); - DirtyLookupTables = false; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); - GrowIndex(max_codepoint + 1); - for (int i = 0; i < Glyphs.Size; i++) - { - int codepoint = (int)Glyphs[i].Codepoint; - IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (ImWchar)i; - - // Mark 4K page as used - const int page_n = codepoint / 4096; - Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); - } - - // Create a glyph to handle TAB - // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) - if (FindGlyph((ImWchar)' ')) - { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((ImWchar)' '); - tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= IM_TABSIZE; - IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); - } - - // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) - SetGlyphVisible((ImWchar)' ', false); - SetGlyphVisible((ImWchar)'\t', false); - - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; - if (EllipsisChar == (ImWchar)-1) - EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); - if (DotChar == (ImWchar)-1) - DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); - - // Setup fallback character - const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackGlyph = &Glyphs.back(); - FallbackChar = (ImWchar)FallbackGlyph->Codepoint; - } - } - - FallbackAdvanceX = FallbackGlyph->AdvanceX; - for (int i = 0; i < max_codepoint + 1; i++) - if (IndexAdvanceX[i] < 0.0f) - IndexAdvanceX[i] = FallbackAdvanceX; + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != (ImWchar)-1) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != (ImWchar)-1) + { + const ImFontGlyph* glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; + EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; + } } // API is designed this way to avoid exposing the 4K page size // e.g. use with IsGlyphRangeUnused(0, 255) bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { - unsigned int page_begin = (c_begin / 4096); - unsigned int page_last = (c_last / 4096); - for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) - if ((page_n >> 3) < sizeof(Used4kPagesMap)) - if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) - return false; - return true; + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; } void ImFont::SetGlyphVisible(ImWchar c, bool visible) { - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) - glyph->Visible = visible ? 1 : 0; + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; } void ImFont::GrowIndex(int new_size) { - IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); - if (new_size <= IndexLookup.Size) - return; - IndexAdvanceX.resize(new_size, -1.0f); - IndexLookup.resize(new_size, (ImWchar)-1); + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); } // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. @@ -3265,485 +3414,470 @@ void ImFont::GrowIndex(int new_size) // 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { - if (cfg != NULL) - { - // Clamp & recenter if needed - const float advance_x_original = advance_x; - advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); - if (advance_x != advance_x_original) - { - float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; - x0 += char_off_x; - x1 += char_off_x; - } - - // Snap to pixel - if (cfg->PixelSnapH) - advance_x = IM_ROUND(advance_x); - - // Bake spacing - advance_x += cfg->GlyphExtraSpacing.x; - } - - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (unsigned int)codepoint; - glyph.Visible = (x0 != x1) && (y0 != y1); - glyph.Colored = false; - glyph.X0 = x0; - glyph.Y0 = y0; - glyph.X1 = x1; - glyph.Y1 = y1; - glyph.U0 = u0; - glyph.V0 = v0; - glyph.U1 = u1; - glyph.V1 = v1; - glyph.AdvanceX = advance_x; - - // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) - // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. - float pad = ContainerAtlas->TexGlyphPadding + 0.99f; - DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { - IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - unsigned int index_size = (unsigned int)IndexLookup.Size; + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; - if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists - return; - if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op - return; + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; - GrowIndex(dst + 1); - IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; - IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; } const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { - if (c >= (size_t)IndexLookup.Size) - return FallbackGlyph; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return FallbackGlyph; - return &Glyphs.Data[i]; + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; } const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { - if (c >= (size_t)IndexLookup.Size) - return NULL; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return NULL; - return &Glyphs.Data[i]; + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Wrapping skips upcoming blanks +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; } +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { - // Simple word-wrapping for English, not full-featured. Please submit failing cases! - // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) - - // For references, possible wrap point marked with ^ - // "aaa bbb, ccc,ddd. eee fff. ggg!" - // ^ ^ ^ ^ ^__ ^ ^ - - // List of hardcoded separators: .,;!?'" - - // Skip extra blanks after a line returns (that includes not counting them in width computation) - // e.g. "Hello world" --> "Hello" "World" - - // Cut words that cannot possibly fit within one line. - // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" - - float line_width = 0.0f; - float word_width = 0.0f; - float blank_width = 0.0f; - wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters - - const char* word_end = text; - const char* prev_word_end = NULL; - bool inside_word = true; - - const char* s = text; - while (s < text_end) - { - unsigned int c = (unsigned int)*s; - const char* next_s; - if (c < 0x80) - next_s = s + 1; - else - next_s = s + ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) - break; - - if (c < 32) - { - if (c == '\n') - { - line_width = word_width = blank_width = 0.0f; - inside_word = true; - s = next_s; - continue; - } - if (c == '\r') - { - s = next_s; - continue; - } - } - - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); - if (ImCharIsBlankW(c)) - { - if (inside_word) - { - line_width += blank_width; - blank_width = 0.0f; - word_end = s; - } - blank_width += char_width; - inside_word = false; - } - else - { - word_width += char_width; - if (inside_word) - { - word_end = next_s; - } - else - { - prev_word_end = word_end; - line_width += word_width + blank_width; - word_width = blank_width = 0.0f; - } - - // Allow wrapping after punctuation. - inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); - } - - // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width > wrap_width) - { - // Words that cannot possibly fit within an entire line will be cut anywhere. - if (word_width < wrap_width) - s = prev_word_end ? prev_word_end : word_end; - break; - } - - s = next_s; - } - - return s; + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; } ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const { - if (!text_end) - text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. - - const float line_height = size; - const float scale = size / FontSize; - - ImVec2 text_size = ImVec2(0, 0); - float line_width = 0.0f; - - const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; - - const char* s = text_begin; - while (s < text_end) - { - if (word_wrap_enabled) - { - // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. - if (!word_wrap_eol) - { - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } - - if (s >= word_wrap_eol) - { - if (text_size.x < line_width) - text_size.x = line_width; - text_size.y += line_height; - line_width = 0.0f; - word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } - else if (c == '\n') { s++; break; } - else { break; } - } - continue; - } - } - - // Decode and advance source - const char* prev_s = s; - unsigned int c = (unsigned int)*s; - if (c < 0x80) - { - s += 1; - } - else - { - s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? - break; - } - - if (c < 32) - { - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - continue; - } - if (c == '\r') - continue; - } - - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; - if (line_width + char_width >= max_width) - { - s = prev_s; - break; - } - - line_width += char_width; - } - - if (text_size.x < line_width) - text_size.x = line_width; - - if (line_width > 0 || text_size.y == 0.0f) - text_size.y += line_height; - - if (remaining) - *remaining = s; - - return text_size; + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const { - const ImFontGlyph* glyph = FindGlyph(c); - if (!glyph || !glyph->Visible) - return; - if (glyph->Colored) - col |= ~IM_COL32_A_MASK; - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); - draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const -{ - if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. - - // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); - float x = pos.x; - float y = pos.y; - if (y > clip_rect.w) - return; - - const float scale = size / FontSize; - const float line_height = FontSize * scale; - const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; - - // Fast-forward to first visible line - const char* s = text_begin; - if (y + line_height < clip_rect.y && !word_wrap_enabled) - while (y + line_height < clip_rect.y && s < text_end) - { - s = (const char*)memchr(s, '\n', text_end - s); - s = s ? s + 1 : text_end; - y += line_height; - } - - // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() - // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) - if (text_end - s > 10000 && !word_wrap_enabled) - { - const char* s_end = s; - float y_end = y; - while (y_end < clip_rect.w && s_end < text_end) - { - s_end = (const char*)memchr(s_end, '\n', text_end - s_end); - s_end = s_end ? s_end + 1 : text_end; - y_end += line_height; - } - text_end = s_end; - } - if (s == text_end) - return; - - // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) - const int vtx_count_max = (int)(text_end - s) * 4; - const int idx_count_max = (int)(text_end - s) * 6; - const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; - draw_list->PrimReserve(idx_count_max, vtx_count_max); - - ImDrawVert* vtx_write = draw_list->_VtxWritePtr; - ImDrawIdx* idx_write = draw_list->_IdxWritePtr; - unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; - - const ImU32 col_untinted = col | ~IM_COL32_A_MASK; - - while (s < text_end) - { - if (word_wrap_enabled) - { - // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. - if (!word_wrap_eol) - { - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } - - if (s >= word_wrap_eol) - { - x = pos.x; - y += line_height; - word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } - else if (c == '\n') { s++; break; } - else { break; } - } - continue; - } - } - - // Decode and advance source - unsigned int c = (unsigned int)*s; - if (c < 0x80) - { - s += 1; - } - else - { - s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? - break; - } - - if (c < 32) - { - if (c == '\n') - { - x = pos.x; - y += line_height; - if (y > clip_rect.w) - break; // break out of main loop - continue; - } - if (c == '\r') - continue; - } - - const ImFontGlyph* glyph = FindGlyph((ImWchar)c); - if (glyph == NULL) - continue; - - float char_width = glyph->AdvanceX * scale; - if (glyph->Visible) - { - // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w - float x1 = x + glyph->X0 * scale; - float x2 = x + glyph->X1 * scale; - float y1 = y + glyph->Y0 * scale; - float y2 = y + glyph->Y1 * scale; - if (x1 <= clip_rect.z && x2 >= clip_rect.x) - { - // Render a character - float u1 = glyph->U0; - float v1 = glyph->V0; - float u2 = glyph->U1; - float v2 = glyph->V1; - - // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. - if (cpu_fine_clip) - { - if (x1 < clip_rect.x) - { - u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); - x1 = clip_rect.x; - } - if (y1 < clip_rect.y) - { - v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); - y1 = clip_rect.y; - } - if (x2 > clip_rect.z) - { - u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); - x2 = clip_rect.z; - } - if (y2 > clip_rect.w) - { - v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); - y2 = clip_rect.w; - } - if (y1 >= y2) - { - x += char_width; - continue; - } - } - - // Support for untinted glyphs - ImU32 glyph_col = glyph->Colored ? col_untinted : col; - - // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: - { - idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx + 1); idx_write[2] = (ImDrawIdx)(vtx_current_idx + 2); - idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx + 2); idx_write[5] = (ImDrawIdx)(vtx_current_idx + 3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; - vtx_write += 4; - vtx_current_idx += 4; - idx_write += 6; - } - } - } - x += char_width; - } - - // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. - draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() - draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); - draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); - draw_list->_VtxWritePtr = vtx_write; - draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = vtx_current_idx; +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float start_x = x; + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); + + if (s >= word_wrap_eol) + { + x = start_x; + y += line_height; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = start_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; } //----------------------------------------------------------------------------- @@ -3765,170 +3899,171 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - const float h = draw_list->_Data->FontSize * 1.00f; - float r = h * 0.40f * scale; - ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); - - ImVec2 a, b, c; - switch (dir) - { - case ImGuiDir_Up: - case ImGuiDir_Down: - if (dir == ImGuiDir_Up) r = -r; - a = ImVec2(+0.000f, +0.750f) * r; - b = ImVec2(-0.866f, -0.750f) * r; - c = ImVec2(+0.866f, -0.750f) * r; - break; - case ImGuiDir_Left: - case ImGuiDir_Right: - if (dir == ImGuiDir_Left) r = -r; - a = ImVec2(+0.750f, +0.000f) * r; - b = ImVec2(-0.750f, +0.866f) * r; - c = ImVec2(-0.750f, -0.866f) * r; - break; - case ImGuiDir_None: - case ImGuiDir_COUNT: - IM_ASSERT(0); - break; - } - draw_list->AddTriangleFilled(center + a, center + b, center + c, col); + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) { - float thickness = ImMax(sz / 5.0f, 1.0f); - sz -= thickness * 0.5f; - pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); - float third = sz / 3.0f; - float bx = pos.x + third; - float by = pos.y + sz - third * 0.5f; - draw_list->PathLineTo(ImVec2(bx - third, by - third)); - draw_list->PathLineTo(ImVec2(bx, by)); - draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); - draw_list->PathStroke(col, 0, thickness); + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); } // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) { - switch (direction) - { - case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; - case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; - case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; - case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; - case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings - } + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } } // This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { - draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); - RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } static inline float ImAcos01(float x) { - if (x <= 0.0f) return IM_PI * 0.5f; - if (x >= 1.0f) return 0.0f; - return ImAcos(x); - //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. } // FIXME: Cleanup and move code to ImDrawList. void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) { - if (x_end_norm == x_start_norm) - return; - if (x_start_norm > x_end_norm) - ImSwap(x_start_norm, x_end_norm); - - ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); - ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); - if (rounding == 0.0f) - { - draw_list->AddRectFilled(p0, p1, col, 0.0f); - return; - } - - rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); - const float inv_rounding = 1.0f / rounding; - const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); - const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); - const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. - const float x0 = ImMax(p0.x, rect.Min.x + rounding); - if (arc0_b == arc0_e) - { - draw_list->PathLineTo(ImVec2(x0, p1.y)); - draw_list->PathLineTo(ImVec2(x0, p0.y)); - } - else if (arc0_b == 0.0f && arc0_e == half_pi) - { - draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL - draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR - } - else - { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR - } - if (p1.x > rect.Min.x + rounding) - { - const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); - const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); - const float x1 = ImMin(p1.x, rect.Max.x - rounding); - if (arc1_b == arc1_e) - { - draw_list->PathLineTo(ImVec2(x1, p0.y)); - draw_list->PathLineTo(ImVec2(x1, p1.y)); - } - else if (arc1_b == 0.0f && arc1_e == half_pi) - { - draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR - draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR - } - else - { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR - } - } - draw_list->PathFillConvex(col); -} - -void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) -{ - const bool fill_L = (inner.Min.x > outer.Min.x); - const bool fill_R = (inner.Max.x < outer.Max.x); - const bool fill_U = (inner.Min.y > outer.Min.y); - const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); - if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); - if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); - if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); - if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) { - bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; - bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; - bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; - bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; - return ImDrawFlags_RoundCornersNone - | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) - | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); } // Helper for ColorPicker4() @@ -3937,39 +4072,39 @@ ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRe // FIXME: uses ImGui::GetColorU32 void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { - if ((flags & ImDrawFlags_RoundCornersMask_) == 0) - flags = ImDrawFlags_RoundCornersDefault_; - if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) - { - ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); - ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); - draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); - - int yi = 0; - for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) - { - float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); - if (y2 <= y1) - continue; - for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) - { - float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); - if (x2 <= x1) - continue; - ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; - if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } - - // Combine flags - cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); - draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); - } - } - } - else - { - draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); - } + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } } //----------------------------------------------------------------------------- @@ -3981,124 +4116,114 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h //----------------------------------------------------------------------------- -static unsigned int stb_decompress_length(const unsigned char* input) +static unsigned int stb_decompress_length(const unsigned char *input) { - return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; } -static unsigned char* stb__barrier_out_e, * stb__barrier_out_b; -static const unsigned char* stb__barrier_in_b; -static unsigned char* stb__dout; -static void stb__match(const unsigned char* data, unsigned int length) +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) { - // INVERSE of memmove... write each byte before copying the next... - IM_ASSERT(stb__dout + length <= stb__barrier_out_e); - if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } - if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e + 1; return; } - while (length--) *stb__dout++ = *data++; + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; } -static void stb__lit(const unsigned char* data, unsigned int length) +static void stb__lit(const unsigned char *data, unsigned int length) { - IM_ASSERT(stb__dout + length <= stb__barrier_out_e); - if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } - if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e + 1; return; } - memcpy(stb__dout, data, length); - stb__dout += length; + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; } #define stb__in2(x) ((i[x] << 8) + i[(x)+1]) #define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) #define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) -static const unsigned char* stb_decompress_token(const unsigned char* i) -{ - if (*i >= 0x20) - { // use fewer if's for cases that expand small - if (*i >= 0x80) stb__match(stb__dout - i[1] - 1, i[0] - 0x80 + 1), i += 2; - else if (*i >= 0x40) stb__match(stb__dout - (stb__in2(0) - 0x4000 + 1), i[2] + 1), i += 3; - else /* *i >= 0x20 */ stb__lit(i + 1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); - } - else - { // more ifs for cases that expand large, since overhead is amortized - if (*i >= 0x18) stb__match(stb__dout - (stb__in3(0) - 0x180000 + 1), i[3] + 1), i += 4; - else if (*i >= 0x10) stb__match(stb__dout - (stb__in3(0) - 0x100000 + 1), stb__in2(3) + 1), i += 5; - else if (*i >= 0x08) stb__lit(i + 2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); - else if (*i == 0x07) stb__lit(i + 3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); - else if (*i == 0x06) stb__match(stb__dout - (stb__in3(1) + 1), i[4] + 1), i += 5; - else if (*i == 0x04) stb__match(stb__dout - (stb__in3(1) + 1), stb__in2(4) + 1), i += 6; - } - return i; -} - -static unsigned int stb_adler32(unsigned int adler32, unsigned char* buffer, unsigned int buflen) -{ - const unsigned long ADLER_MOD = 65521; - unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; - unsigned long blocklen = buflen % 5552; - - unsigned long i; - while (buflen) - { - for (i = 0; i + 7 < blocklen; i += 8) - { - s1 += buffer[0], s2 += s1; - s1 += buffer[1], s2 += s1; - s1 += buffer[2], s2 += s1; - s1 += buffer[3], s2 += s1; - s1 += buffer[4], s2 += s1; - s1 += buffer[5], s2 += s1; - s1 += buffer[6], s2 += s1; - s1 += buffer[7], s2 += s1; - - buffer += 8; - } - - for (; i < blocklen; ++i) - s1 += *buffer++, s2 += s1; - - s1 %= ADLER_MOD, s2 %= ADLER_MOD; - buflen -= blocklen; - blocklen = 5552; - } - return (unsigned int)(s2 << 16) + (unsigned int)s1; -} - -static unsigned int stb_decompress(unsigned char* output, const unsigned char* i, unsigned int /*length*/) -{ - if (stb__in4(0) != 0x57bC0000) return 0; - if (stb__in4(4) != 0) return 0; // error! stream is > 4GB - const unsigned int olen = stb_decompress_length(i); - stb__barrier_in_b = i; - stb__barrier_out_e = output + olen; - stb__barrier_out_b = output; - i += 16; - - stb__dout = output; - for (;;) - { - const unsigned char* old_i = i; - i = stb_decompress_token(i); - if (i == old_i) - { - if (*i == 0x05 && i[1] == 0xfa) - { - IM_ASSERT(stb__dout == output + olen); - if (stb__dout != output + olen) return 0; - if (stb_adler32(1, output, olen) != (unsigned int)stb__in4(2)) - return 0; - return olen; - } - else - { - IM_ASSERT(0); /* NOTREACHED */ - return 0; - } - } - IM_ASSERT(stb__dout <= output + olen); - if (stb__dout > output + olen) - return 0; - } +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } } //----------------------------------------------------------------------------- @@ -4114,96 +4239,96 @@ static unsigned int stb_decompress(unsigned char* output, const unsigned char* i // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = -"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" 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"w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" + "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" + "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" + "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" + "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; static const char* GetDefaultCompressedFontDataTTFBase85() { - return proggy_clean_ttf_compressed_data_base85; + return proggy_clean_ttf_compressed_data_base85; } #endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imgui_internal.h b/Volt/Volt/vendor/imgui/imgui_internal.h index 906b62d67..185de73cc 100644 --- a/Volt/Volt/vendor/imgui/imgui_internal.h +++ b/Volt/Volt/vendor/imgui/imgui_internal.h @@ -1,10 +1,7 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (internal structures/api) -// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! -// Set: -// #define IMGUI_DEFINE_MATH_OPERATORS -// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. /* @@ -21,11 +18,13 @@ Index of this file: // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support +// [SECTION] Typing-select support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support +// [SECTION] Localization support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) @@ -45,8 +44,6 @@ Index of this file: // [SECTION] Header mess //----------------------------------------------------------------------------- -#define IMGUI_DEFINE_MATH_OPERATORS - #ifndef IMGUI_VERSION #include "imgui.h" #endif @@ -57,7 +54,7 @@ Index of this file: #include // INT_MIN, INT_MAX // Enable SSE intrinsics if available -#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include #endif @@ -80,7 +77,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" @@ -94,6 +91,12 @@ Index of this file: #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + // Legacy defines #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS @@ -119,6 +122,7 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style variables from an enum) struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDockContext; // Docking system context struct ImGuiDockRequest; // Docking system dock/undock queued request @@ -126,9 +130,12 @@ struct ImGuiDockNode; // Docking system node (hold a list of Windo struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate. struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -142,23 +149,31 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) +// Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) -typedef int ImGuiLayoutItemType; // -> enum ImGuiLayoutItemType_ // Enum: Item or Spring -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow(); +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions @@ -166,6 +181,7 @@ typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // F typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); @@ -185,13 +201,13 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer namespace ImStb { -#undef STB_TEXTEDIT_STRING -#undef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_STRING ImGuiInputTextState -#define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE ImWchar +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" } // namespace ImStb @@ -203,22 +219,31 @@ namespace ImStb // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. #define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* -// Debug Logging -#ifndef IMGUI_DEBUG_LOG -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif #endif -// Debug Logging for selected systems. Remove the '((void)0) //' to enable. -//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_IO IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log -#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_IO(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -245,12 +270,19 @@ namespace ImStb #else #define IM_NEWLINE "\n" #endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override #define IM_TABSIZE (4) -#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER @@ -285,6 +317,18 @@ namespace ImStb #endif #endif // #ifndef IM_DEBUG_BREAK +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + //----------------------------------------------------------------------------- // [SECTION] Generic helpers // Note that the ImXXX helpers functions are lower-level than ImGui functions. @@ -293,104 +337,90 @@ namespace ImStb // - Helpers: Hashing // - Helpers: Sorting // - Helpers: Bit manipulation -// - Helpers: String, Formatting +// - Helpers: String +// - Helpers: Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths // - Helpers: Geometry // - Helper: ImVec1 -// - Helper: Imivec2h +// - Helper: ImVec2ih // - Helper: ImRect // - Helper: ImBitArray // - Helper: ImBitVector // - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] -#endif +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); // Helpers: Sorting #ifndef ImQsort -static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL* compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } #endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } - -// Helpers: String, Formatting -IMGUI_API int ImStricmp(const char* str1, const char* str2); -IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); -IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); -IMGUI_API char* ImStrdup(const char* str); -IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); -IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); -IMGUI_API int ImStrlenW(const ImWchar* str); -IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line -IMGUI_API const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line -IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); -IMGUI_API void ImStrTrimBlanks(char* str); -IMGUI_API const char* ImStrSkipBlank(const char* str); +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string) +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); -IMGUI_API const char* ImParseFormatFindStart(const char* format); -IMGUI_API const char* ImParseFormatFindEnd(const char* format); -IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 - -// Helpers: ImVec2/ImVec4 operators -// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) -// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. -#ifdef IMGUI_DEFINE_MATH_OPERATORS -IM_MSVC_RUNTIME_CHECKS_OFF -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } -static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } -static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } -IM_MSVC_RUNTIME_CHECKS_RESTORE -#endif +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; -static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } -static inline bool ImFileClose(ImFileHandle) { return false; } -static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } -static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } -static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } #endif #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; @@ -402,7 +432,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun #else #define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions #endif -IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths IM_MSVC_RUNTIME_CHECKS_OFF @@ -416,54 +446,54 @@ IM_MSVC_RUNTIME_CHECKS_OFF #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) -static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision -static inline double ImLog(double x) { return log(x); } -static inline int ImAbs(int x) { return x < 0 ? -x : x; } -static inline float ImAbs(float x) { return fabsf(x); } -static inline double ImAbs(double x) { return fabs(x); } -static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE -static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else -static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } #endif -static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) -template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } -template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } -template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } -template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } -template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } -template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } -template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers -static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } -static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } -static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } -static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)(f); } -static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } -static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } -static inline int ImModPositive(int a, int b) { return (a + b) % b; } -static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } -static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } -static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } -static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry @@ -476,138 +506,144 @@ IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, c IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { - float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } }; -// Helper: Imivec2h (2D vector, half-size integer, for long-term packed storage) -struct Imivec2h +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih { - short x, y; - Imivec2h() { x = y = 0; } - Imivec2h(short _x, short _y) { x = _x; y = _y; } - explicit Imivec2h(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} }; // Helper: ImRect (2D axis aligned bounding-box) // NB: we can't rely on ImVec2 math operators being available here! struct IMGUI_API ImRect { - ImVec2 Min; // Upper-left - ImVec2 Max; // Lower-right - - ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} - - ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } - ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } - float GetWidth() const { return Max.x - Min.x; } - float GetHeight() const { return Max.y - Min.y; } - float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } - ImVec2 GetTL() const { return Min; } // Top-left - ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right - ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left - ImVec2 GetBR() const { return Max; } // Bottom-right - bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } - bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } - bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } - void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } - void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } - void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } - void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } - void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } - void TranslateX(float dx) { Min.x += dx; Max.x += dx; } - void TranslateY(float dy) { Min.y += dy; Max.y += dy; } - void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. - void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } - bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } - ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; -IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray -inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } -inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } -inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { - n2--; - while (n <= n2) - { - int a_mod = (n & 31); - int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; - ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); - arr[n >> 5] |= mask; - n = (n + 32) & ~31; - } + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } } +typedef ImU32* ImBitArrayPtr; // Name for use in structs + // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. template struct ImBitArray { - ImU32 Storage[(BITCOUNT + 31) >> 5]; - ImBitArray() { ClearAllBits(); } - void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } - void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } - bool TestBit(int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } - void SetBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArraySetBit(Storage, n + OFFSET); } - void ClearBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArrayClearBit(Storage, n + OFFSET); } - void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n + OFFSET, n2 + OFFSET); } // Works on range [n..n2) - bool operator[](int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } }; // Helper: ImBitVector // Store 1-bit per value. struct IMGUI_API ImBitVector { - ImVector Storage; - void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } - void Clear() { Storage.clear(); } - bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } - void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } - void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImSpan<> // Pointing to a span of data we don't own. template struct ImSpan { - T* Data; - T* DataEnd; + T* Data; + T* DataEnd; - // Constructors, destructor - inline ImSpan() { Data = DataEnd = NULL; } - inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } - inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } - inline void set(T* data, int size) { Data = data; DataEnd = data + size; } - inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } - inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } - inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } - inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } - inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } - inline T* begin() { return Data; } - inline const T* begin() const { return Data; } - inline T* end() { return DataEnd; } - inline const T* end() const { return DataEnd; } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } - // Utilities - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } }; // Helper: ImSpanAllocator<> @@ -616,20 +652,20 @@ struct ImSpan template struct ImSpanAllocator { - char* BasePtr; - int CurrOff; - int CurrIdx; - int Offsets[CHUNKS]; - int Sizes[CHUNKS]; + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; - ImSpanAllocator() { memset(this, 0, sizeof(*this)); } - inline void Reserve(int n, size_t sz, int a = 4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } - inline int GetArenaSizeInBytes() { return CurrOff; } - inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } - inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } - inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } - template - inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; // Helper: ImPool<> @@ -639,32 +675,32 @@ typedef int ImPoolIdx; template struct ImPool { - ImVector Buf; // Contiguous data - ImGuiStorage Map; // ID->Index - ImPoolIdx FreeIdx; // Next free idx to use - ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) - - ImPool() { FreeIdx = AliveCount = 0; } - ~ImPool() { Clear(); } - T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } - T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } - ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } - T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } - bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } - T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } - void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } - void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } - - // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } - // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() - int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) - int GetBufSize() const { return Buf.Size; } - int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere - T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) #endif }; @@ -676,20 +712,33 @@ struct ImPool template struct ImChunkStream { - ImVector Buf; + ImVector Buf; - void clear() { Buf.clear(); } - bool empty() const { return Buf.Size == 0; } - int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } - T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } - T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } - int chunk_size(const T* p) { return ((const int*)p)[-1]; } - T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } - int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } - T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } - void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex<> +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); }; //----------------------------------------------------------------------------- @@ -706,7 +755,6 @@ struct ImChunkStream // // 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.) -// #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 @@ -726,564 +774,729 @@ struct ImChunkStream // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - ImFont* Font; // Current/default font (optional, for simplified AddText overload) - float FontSize; // Current/default font size (optional, for simplified AddText overload) - float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() - float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() - ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Temp write buffer + ImVector TempBuffer; - // [Internal] Lookup tables - ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. - float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() - ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) - const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + // [Internal] Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas - ImDrawListSharedData(); - void SetCircleTessellationMaxError(float max_error); + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { - ImVector Layers[2]; // Global layers for: regular, tooltip + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } - int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } - IMGUI_API void FlattenIntoSingleLayer(); + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// Flags used by upcoming items +// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. +// - output: stored in g.LastItemData.InFlags +// Current window shared by all windows. // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { - ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. -}; - -// Storage for LastItem data + // Controlled by user + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData() +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags enum ImGuiItemStatusFlags_ { - ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid - ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. - ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. - ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. - ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) - + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid + + // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 20, // - ImGuiItemStatusFlags_Opened = 1 << 21, // - ImGuiItemStatusFlags_Checkable = 1 << 22, // - ImGuiItemStatusFlags_Checked = 1 << 23 // + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) #endif }; +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + // Extend ImGuiInputTextFlags_ enum ImGuiInputTextFlagsPrivate_ { - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { - ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) - ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using - ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item - ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat - ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] - //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled - ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item - ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, - ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, }; // Extend ImGuiComboFlags_ enum ImGuiComboFlagsPrivate_ { - ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { - ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? - ImGuiSliderFlags_ReadOnly = 1 << 21 + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. }; // Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { - // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. - ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517) }; enum ImGuiSeparatorFlags_ { - ImGuiSeparatorFlags_None = 0, - ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1, - ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. }; enum ImGuiTextFlags_ { - ImGuiTextFlags_None = 0, - ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, }; enum ImGuiTooltipFlags_ { - ImGuiTooltipFlags_None = 0, - ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. // Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ { - ImGuiLayoutType_Horizontal = 0, - ImGuiLayoutType_Vertical = 1 -}; - -enum ImGuiLayoutItemType_ -{ - ImGuiLayoutItemType_Item, - ImGuiLayoutItemType_Spring + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 }; enum ImGuiLogType { - ImGuiLogType_None = 0, - ImGuiLogType_TTY, - ImGuiLogType_File, - ImGuiLogType_Buffer, - ImGuiLogType_Clipboard + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiAxis { - ImGuiAxis_None = -1, - ImGuiAxis_X = 0, - ImGuiAxis_Y = 1 + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 }; enum ImGuiPlotType { - ImGuiPlotType_Lines, - ImGuiPlotType_Histogram + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, }; enum ImGuiPopupPositionPolicy { - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } }; struct ImGuiDataTypeTempStorage { - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT }; // Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). struct ImGuiDataTypeInfo { - size_t Size; // Size in bytes - const char* Name; // Short descriptive name for the type, for debugging - const char* PrintFmt; // Default printf format for the type - const char* ScanFmt; // Default scanf format for the type + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type }; // Extend ImGuiDataType_ enum ImGuiDataTypePrivate_ { - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, - ImGuiDataType_ID + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { - ImGuiCol Col; - ImVec4 BackupValue; + ImGuiCol Col; + ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. struct ImGuiStyleMod { - ImGuiStyleVar VarIdx; - union { int BackupInt[2]; float BackupFloat[2]; }; - ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { - ImRect PreviewRect; - ImVec2 BackupCursorPos; - ImVec2 BackupCursorMaxPos; - ImVec2 BackupCursorPosPrevLine; - float BackupPrevLineTextBaseOffset; - ImGuiLayoutType BackupLayout; + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; - ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } }; // Stacked storage data for BeginGroup()/EndGroup() struct IMGUI_API ImGuiGroupData { - ImGuiID WindowID; - ImVec2 BackupCursorPos; - ImVec2 BackupCursorMaxPos; - ImVec1 BackupIndent; - ImVec1 BackupGroupOffset; - ImVec2 BackupCurrLineSize; - float BackupCurrLineTextBaseOffset; - ImGuiID BackupActiveIdIsAlive; - bool BackupActiveIdPreviousFrameIsAlive; - bool BackupHoveredIdIsAlive; - bool EmitItem; + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - ImU32 TotalWidth; - ImU32 NextTotalWidth; - ImU16 Spacing; - ImU16 OffsetIcon; // Always zero for now - ImU16 OffsetLabel; // Offsets are locked in Update() - ImU16 OffsetShortcut; - ImU16 OffsetMark; - ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) - ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } - void Update(float spacing, bool window_reappearing); - float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); - void CalcNextTotalWidth(bool update_offsets); + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); }; +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { - ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. - ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) - int BufCapacityA; // end-user buffer capacity - float ScrollX; // horizontal scrolling/offset - ImStb::STB_TexteditState Stb; // state for stb_textedit.h - float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately - bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) - bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection - bool Edited; // edited this frame - ImGuiInputTextFlags Flags; // copy of InputText() flags - - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation - - // Cursor & Selection - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - int GetCursorPos() const { return Stb.cursor; } - int GetSelectionStart() const { return Stb.select_start; } - int GetSelectionEnd() const { return Stb.select_end; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return IMSTB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Storage for current popup stack struct ImGuiPopupData { - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ { - ImGuiNextWindowDataFlags_None = 0, - ImGuiNextWindowDataFlags_HasPos = 1 << 0, - ImGuiNextWindowDataFlags_HasSize = 1 << 1, - ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, - ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, - ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, - ImGuiNextWindowDataFlags_HasFocus = 1 << 5, - ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, - ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasViewport = 1 << 8, - ImGuiNextWindowDataFlags_HasDock = 1 << 9, - ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasViewport = 1 << 9, + ImGuiNextWindowDataFlags_HasDock = 1 << 10, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 11, }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiNextWindowDataFlags Flags; - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond CollapsedCond; - ImGuiCond DockCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - ImVec2 ScrollVal; - bool PosUndock; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; // Override background alpha - ImGuiID ViewportId; - ImGuiID DockId; - ImGuiWindowClass WindowClass; - ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) - - ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } -}; + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect() +// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.) +typedef ImS64 ImGuiSelectionUserData; enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1 + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, }; struct ImGuiNextItemData { - ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth() - ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) - ImGuiCond OpenCond; - bool OpenVal; // Set by SetNextItemOpen() + ImGuiNextItemDataFlags Flags; + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + float Width; // Set by SetNextItemWidth() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() - ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { - ImGuiID ID; - ImGuiItemFlags InFlags; // See ImGuiItemFlags_ - ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ - ImRect Rect; // Full rectangle - ImRect NavRect; // Navigation scoring rectangle (not displayed) - ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + ImGuiID ID; + ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set. + ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set) + ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set) - ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere. +// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop() +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiNavTreeNodeData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; + ImRect NavRect; }; struct IMGUI_API ImGuiStackSizes { - short SizeOfIDStack; - short SizeOfColorStack; - short SizeOfStyleVarStack; - short SizeOfFontStack; - short SizeOfFocusScopeStack; - short SizeOfGroupStack; - short SizeOfItemFlagsStack; - short SizeOfBeginPopupStack; - short SizeOfDisabledStack; + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToContextState(ImGuiContext* ctx); + void CompareWithContextState(ImGuiContext* ctx); }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { - ImGuiWindow* Window; - ImGuiLastItemData ParentLastItemDataBackup; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem { - int Index; - float Width; + int Index; + float Width; + float InitialWidth; }; struct ImGuiPtrOrIndex { - void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. - int Index; // Usually index in a main pool. + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. - ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } - ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- +// Bit array for named keys typedef ImBitArray ImBitArrayForNamedKeys; -enum ImGuiKeyPrivate_ -{ - ImGuiKey_LegacyNativeKey_BEGIN = 0, - ImGuiKey_LegacyNativeKey_END = 512, - ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, - ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 -}; +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown +#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp enum ImGuiInputEventType { - ImGuiInputEventType_None = 0, - ImGuiInputEventType_MousePos, - ImGuiInputEventType_MouseWheel, - ImGuiInputEventType_MouseButton, - ImGuiInputEventType_MouseViewport, - ImGuiInputEventType_Key, - ImGuiInputEventType_Char, - ImGuiInputEventType_Focus, - ImGuiInputEventType_COUNT + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT }; enum ImGuiInputSource { - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Keyboard, - ImGuiInputSource_Gamepad, - ImGuiInputSource_Clipboard, // Currently only used by InputText() - ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only - ImGuiInputSource_COUNT + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_COUNT }; // FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? // Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' -struct ImGuiInputEventMousePos { float PosX, PosY; }; -struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; -struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; -struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; -struct ImGuiInputEventText { unsigned int Char; }; -struct ImGuiInputEventAppFocused { bool Focused; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; struct ImGuiInputEvent { - ImGuiInputEventType Type; - ImGuiInputSource Source; - union - { - ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos - ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel - ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton - ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport - ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key - ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text - ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus - }; - bool AddedByTestEngine; - - ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } -}; - -// FIXME-NAV: Clarify/expose various repeat delay/rate -enum ImGuiInputReadMode -{ - ImGuiInputReadMode_Down, - ImGuiInputReadMode_Pressed, - ImGuiInputReadMode_Released, - ImGuiInputReadMode_Repeat, - ImGuiInputReadMode_RepeatSlow, - ImGuiInputReadMode_RepeatFast + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } +}; + +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + + // Flags for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // Flags for SetKeyOwner(), SetItemKeyOwner() + ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll + // will register a route and only succeed when parent window is in the focus stack and if no-one + // with a higher priority is claiming the shortcut. + // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. + // - Can select only 1 policy among all available. + ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). + ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; //----------------------------------------------------------------------------- // [SECTION] Clipper support //----------------------------------------------------------------------------- +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. struct ImGuiListClipperRange { - int Min; - int Max; - bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) - ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices - ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices - static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } - static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } }; // Temporary clipper data, buffers shared/reused between instances struct ImGuiListClipperData { - ImGuiListClipper* ListClipper; - float LossynessOffset; - int StepNo; - int ItemsFrozen; - ImVector Ranges; + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; - ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } - void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } }; //----------------------------------------------------------------------------- @@ -1292,211 +1505,181 @@ struct ImGuiListClipperData enum ImGuiActivateFlags_ { - ImGuiActivateFlags_None = 0, - ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. - ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. - ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request }; // Early work-in-progress API for ScrollToItem() enum ImGuiScrollFlags_ { - ImGuiScrollFlags_None = 0, - ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] - ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] - ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] - ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis - ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] - ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) - ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). - ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, - ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, }; enum ImGuiNavHighlightFlags_ { - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3 -}; - -enum ImGuiNavDirSourceFlags_ -{ - ImGuiNavDirSourceFlags_None = 0, - ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys - ImGuiNavDirSourceFlags_Keyboard = 1 << 1, - ImGuiNavDirSourceFlags_PadDPad = 1 << 2, - ImGuiNavDirSourceFlags_PadLStick = 1 << 3 + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3, }; enum ImGuiNavMoveFlags_ { - ImGuiNavMoveFlags_None = 0, - ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side - ImGuiNavMoveFlags_LoopY = 1 << 1, - ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) - ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness - ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) - ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary - ImGuiNavMoveFlags_Forwarded = 1 << 7, - ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result - ImGuiNavMoveFlags_FocusApi = 1 << 9, - ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight - ImGuiNavMoveFlags_Activate = 1 << 11, - ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight }; enum ImGuiNavLayer { - ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) - ImGuiNavLayer_COUNT + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT }; struct ImGuiNavItemData { - ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) - ImGuiID ID; // Init,Move // Best candidate item ID - ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID - ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags - float DistBox; // Move // Best candidate box distance to current NavId - float DistCenter; // Move // Best candidate center distance to current NavId - float DistAxial; // Move // Best candidate axial distance to current NavId - - ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } -}; - -// sizeof() == 48 -struct ImGuiLayoutItem -{ - ImGuiLayoutItemType Type; // Type of an item - ImRect MeasuredBounds; - - float SpringWeight; // Weight of a spring - float SpringSpacing; // Spring spacing - float SpringSize; // Calculated spring size - - float CurrentAlign; - float CurrentAlignOffset; - - unsigned int VertexIndexBegin; - unsigned int VertexIndexEnd; - - ImGuiLayoutItem(ImGuiLayoutItemType type) - { - Type = type; - MeasuredBounds = ImRect(0, 0, 0, 0); // FIXME: @thedmd are you sure the default ImRect value FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX aren't enough here? - SpringWeight = 1.0f; - SpringSpacing = -1.0f; - SpringSize = 0.0f; - CurrentAlign = 0.0f; - CurrentAlignOffset = 0.0f; - VertexIndexBegin = VertexIndexEnd = (ImDrawIdx)0; - } -}; - -struct ImGuiLayout -{ - ImGuiID Id; - ImGuiLayoutType Type; - bool Live; - ImVec2 Size; // Size passed to BeginLayout - ImVec2 CurrentSize; // Bounds of layout known at the beginning the frame. - ImVec2 MinimumSize; // Minimum possible size when springs are collapsed. - ImVec2 MeasuredSize; // Measured size with springs expanded. - - ImVector Items; - int CurrentItemIndex; - int ParentItemIndex; - ImGuiLayout* Parent; - ImGuiLayout* FirstChild; - ImGuiLayout* NextSibling; - float Align; // Current item alignment. - float Indent; // Indent used to align items in vertical layout. - ImVec2 StartPos; // Initial cursor position when BeginLayout is called. - ImVec2 StartCursorMaxPos; // Maximum cursor position when BeginLayout is called. - - ImGuiLayout(ImGuiID id, ImGuiLayoutType type) - { - Id = id; - Type = type; - Live = false; - Size = CurrentSize = MinimumSize = MeasuredSize = ImVec2(0, 0); - CurrentItemIndex = 0; - ParentItemIndex = 0; - Parent = FirstChild = NextSibling = NULL; - Align = -1.0f; - Indent = 0.0f; - StartPos = ImVec2(0, 0); - StartCursorMaxPos = ImVec2(0, 0); - } + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value. + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging }; //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- -// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { - ImGuiOldColumnFlags_None = 0, - ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. - // Obsolete names (will be removed) + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, - ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, - ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, - ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, - ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, #endif }; struct ImGuiOldColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) - float OffsetNormBeforeResize; - ImGuiOldColumnFlags Flags; // Not exposed - ImRect ClipRect; + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; - ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } }; struct ImGuiOldColumns { - ImGuiID ID; - ImGuiOldColumnFlags Flags; - bool IsFirstFrame; - bool IsBeingResized; - int Current; - int Count; - float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x - float LineMinY, LineMaxY; - float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() - float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() - ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() - ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() - ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() - ImVector Columns; - ImDrawListSplitter Splitter; - - ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Multi-select support //----------------------------------------------------------------------------- +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + #ifdef IMGUI_HAS_MULTI_SELECT // #endif // #ifdef IMGUI_HAS_MULTI_SELECT @@ -1505,110 +1688,117 @@ struct ImGuiOldColumns // [SECTION] Docking support //----------------------------------------------------------------------------- +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + #ifdef IMGUI_HAS_DOCK // Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { - // [Internal] - ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. - ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. - ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. - ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) - ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) - ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // - ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. - ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. - ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. - ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. - ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. - ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows) - ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] - ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] - ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, - ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, - ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, - ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated - ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, }; // Store the source authority (dock node vs window) of a field enum ImGuiDataAuthority_ { - ImGuiDataAuthority_Auto, - ImGuiDataAuthority_DockNode, - ImGuiDataAuthority_Window + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, }; enum ImGuiDockNodeState { - ImGuiDockNodeState_Unknown, - ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, - ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, - ImGuiDockNodeState_HostWindowVisible + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, }; // sizeof() 156~192 struct IMGUI_API ImGuiDockNode { - ImGuiID ID; - ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) - ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node - ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows - ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) - ImGuiDockNodeState State; - ImGuiDockNode* ParentNode; - ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. - ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. - ImGuiTabBar* TabBar; - ImVec2 Pos; // Current position - ImVec2 Size; // Current size - ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. - ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) - ImGuiWindowClass WindowClass; // [Root node only] - ImU32 LastBgColor; - - ImGuiWindow* HostWindow; - ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. - ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. - ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. - int CountNodeWithWindows; // [Root node only] - int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly - int LastFrameActive; // Last frame number the node was updated. - int LastFrameFocused; // Last frame number the node was focused. - ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. - ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. - ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. - ImGuiDataAuthority AuthorityForPos : 3; - ImGuiDataAuthority AuthorityForSize : 3; - ImGuiDataAuthority AuthorityForViewport : 3; - bool IsVisible : 1; // Set to false when the node is hidden (usually disabled as it has no active window) - bool IsFocused : 1; - bool IsBgDrawnThisFrame : 1; - bool HasCloseButton : 1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. - bool HasWindowMenuButton : 1; - bool HasCentralNodeChild : 1; - bool WantCloseAll : 1; // Set when closing all tabs at once. - bool WantLockSizeOnce : 1; - bool WantMouseMove : 1; // After a node extraction we need to transition toward moving the newly created host window - bool WantHiddenTabBarUpdate : 1; - bool WantHiddenTabBarToggle : 1; - - ImGuiDockNode(ImGuiID id); - ~ImGuiDockNode(); - bool IsRootNode() const { return ParentNode == NULL; } - bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } - bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } - bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } - bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle - bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar - bool IsSplitNode() const { return ChildNodes[0] != NULL; } - bool IsLeafNode() const { return ChildNodes[0] == NULL; } - bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - - void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } - void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } }; // List of colors that are stored at the time of Begin() into Docked Windows. @@ -1617,27 +1807,27 @@ struct IMGUI_API ImGuiDockNode // but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. enum ImGuiWindowDockStyleCol { - ImGuiWindowDockStyleCol_Text, - ImGuiWindowDockStyleCol_Tab, - ImGuiWindowDockStyleCol_TabHovered, - ImGuiWindowDockStyleCol_TabActive, - ImGuiWindowDockStyleCol_TabUnfocused, - ImGuiWindowDockStyleCol_TabUnfocusedActive, - ImGuiWindowDockStyleCol_COUNT + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_Tab, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabActive, + ImGuiWindowDockStyleCol_TabUnfocused, + ImGuiWindowDockStyleCol_TabUnfocusedActive, + ImGuiWindowDockStyleCol_COUNT }; struct ImGuiWindowDockStyle { - ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; }; struct ImGuiDockContext { - ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes - ImVector Requests; - ImVector NodesSettings; - bool WantFullRebuild; - ImGuiDockContext() { memset(this, 0, sizeof(*this)); } + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } }; #endif // #ifdef IMGUI_HAS_DOCK @@ -1650,41 +1840,41 @@ struct ImGuiDockContext // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { - int Idx; - int LastFrameActive; // Last frame number this viewport was activated by a window - int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order - ImGuiID LastNameHash; - ImVec2 LastPos; - float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) - float LastAlpha; - short PlatformMonitor; - bool PlatformWindowCreated; - ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) - int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used - ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. - ImDrawData DrawDataP; - ImDrawDataBuilder DrawDataBuilder; - ImVec2 LastPlatformPos; - ImVec2 LastPlatformSize; - ImVec2 LastRendererSize; - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). - ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. - ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. - - ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } - ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } - void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } - - // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) - ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } - ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } - void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields - - // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) - ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } - ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- @@ -1696,85 +1886,142 @@ struct ImGuiViewportP : public ImGuiViewport // (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) struct ImGuiWindowSettings { - ImGuiID ID; - Imivec2h Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. - Imivec2h Size; - Imivec2h ViewportPos; - ImGuiID ViewportId; - ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. - ImGuiID ClassId; // ID of window class if specified - short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. - bool Collapsed; - bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry - ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } - char* GetName() { return (char*)(this + 1); } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } }; struct ImGuiSettingsHandler { - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHashStr(TypeName) - void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data - void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) - void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" - void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry - void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) - void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' - void* UserData; + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; - ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + + //----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventClipper = 1 << 4, + ImGuiDebugLogFlags_EventSelection = 1 << 5, + ImGuiDebugLogFlags_EventIO = 1 << 6, + ImGuiDebugLogFlags_EventDocking = 1 << 7, + ImGuiDebugLogFlags_EventViewport = 1 << 8, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 11,// Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + struct ImGuiMetricsConfig { - bool ShowStackTool; - bool ShowWindowsRects; - bool ShowWindowsBeginOrder; - bool ShowTablesRects; - bool ShowDrawCmdMesh; - bool ShowDrawCmdBoundingBoxes; - bool ShowDockingNodes; - int ShowWindowsRectsType; - int ShowTablesRectsType; - - ImGuiMetricsConfig() - { - ShowStackTool = false; - ShowWindowsRects = false; - ShowWindowsBeginOrder = false; - ShowTablesRects = false; - ShowDrawCmdMesh = true; - ShowDrawCmdBoundingBoxes = true; - ShowDockingNodes = false; - ShowWindowsRectsType = -1; - ShowTablesRectsType = -1; - } + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; }; struct ImGuiStackLevelInfo { - ImGuiID ID; - ImS8 QueryFrameCount; // >= 1: Query in progress - bool QuerySuccess; // Obtained result from DebugHookIdInfo() - char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. - ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } }; -// State for Stack tool queries -struct ImGuiStackTool +// State for ID Stack tool queries +struct ImGuiIDStackTool { - int LastActiveFrame; - int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level - ImGuiID QueryId; // ID to query details for - ImVector Results; + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; - ImGuiStackTool() { memset(this, 0, sizeof(*this)); } + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1786,449 +2033,537 @@ enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookTy struct ImGuiContextHook { - ImGuiID HookId; // A unique ID assigned by AddContextHook() - ImGuiContextHookType Type; - ImGuiID Owner; - ImGuiContextHookCallback Callback; - void* UserData; + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; - ImGuiContextHook() { memset(this, 0, sizeof(*this)); } + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- -// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext { - bool Initialized; - bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. - ImGuiIO IO; - ImGuiPlatformIO PlatformIO; - ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. - ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. - ImGuiStyle Style; - ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() - ImGuiConfigFlags ConfigFlagsLastFrame; - ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() - float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. - float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. - ImDrawListSharedData DrawListSharedData; - double Time; - int FrameCount; - int FrameCountEnded; - int FrameCountPlatformEnded; - int FrameCountRendered; - bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() - bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed - bool WithinEndChild; // Set within EndChild() - bool GcCompactAll; // Request full GC - bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - void* TestEngine; // Test engine user data - - // Windows state - ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. - ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child - ImVector CurrentWindowStack; - ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* - int WindowsActiveCount; // Number of unique windows submitted by frame - ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) - ImGuiWindow* CurrentWindow; // Window being drawn into - ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. - ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. - ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. - ImVec2 WheelingWindowRefMousePos; - float WheelingWindowTimer; - - // Item/widgets state and tracking information - ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] - ImGuiID HoveredId; // Hovered widget, filled during the frame - ImGuiID HoveredIdPreviousFrame; - bool HoveredIdAllowOverlap; - bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. - bool HoveredIdPreviousFrameUsingMouseWheel; - bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. - float HoveredIdTimer; // Measure contiguous hovering time - float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active - ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) - float ActiveIdTimer; - bool ActiveIdIsJustActivated; // Set at the time of activation for one frame - bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. - 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 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) - ImGuiWindow* ActiveIdWindow; - ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) - int ActiveIdMouseButton; - ImGuiID ActiveIdPreviousFrame; - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEditedBefore; - ImGuiWindow* ActiveIdPreviousFrameWindow; - 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. - - // Next window/item data - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() - ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions - ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - - // Shared stacks - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window - ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVectorOpenPopupStack; // Which popups are open (persistent) - ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - int BeginMenuCount; - - // Viewports - ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. - float CurrentDpiScale; // == CurrentViewport->DpiScale - ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() - ImGuiViewportP* MouseViewport; - ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. - ImGuiID PlatformLastFocusedViewportId; - ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. - int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter - - // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' - ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. - ImGuiActivateFlags NavActivateFlags; - ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyModFlags NavJustMovedToKeyMods; - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. - ImGuiActivateFlags NavNextActivateFlags; - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid - bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) - bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) - bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. - - // Navigation: Init & Move Requests - bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() - bool NavInitRequest; // Init request for appearing window to select first item - bool NavInitRequestFromMove; - ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) - ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) - bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() - bool NavMoveScoringItems; // Move request submitted, still scoring incoming items - bool NavMoveForwardToNextFrame; - ImGuiNavMoveFlags NavMoveFlags; - ImGuiScrollFlags NavMoveScrollFlags; - ImGuiKeyModFlags NavMoveKeyMods; - ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) - ImGuiDir NavMoveDirForDebug; - ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. - ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted - int NavScoringDebugCount; // Metrics for debugging - int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id - int NavTabbingCounter; // >0 when counting items for tabbing - ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy - - // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) - ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! - ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. - ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents - float NavWindowingTimer; - float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; - - // Render - float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImGuiMouseCursor MouseCursor; - - // Drag and Drop - bool DragDropActive; - bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. - bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. - ImGuiDragDropFlags DragDropSourceFlags; - int DragDropSourceFrameCount; - int DragDropMouseButton; - ImGuiPayload DragDropPayload; - ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) - ImGuiID DragDropTargetId; - ImGuiDragDropFlags DragDropAcceptFlags; - float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) - ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) - ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) - int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source - ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. - ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size - unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads - - // Clipper - int ClipperTempDataStacked; - ImVector ClipperTempData; - - // Table - ImGuiTable* CurrentTable; - int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) - ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) - ImPool Tables; // Persistent table data - ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) - ImVector DrawChannelsTempMergeBuffer; - - // Tab bars - ImGuiTabBar* CurrentTabBar; - ImPool TabBars; - ImVector CurrentTabBarStack; - ImVector ShrinkWidthBuffer; - - // Widget state - ImVec2 MouseLastValidPos; - ImGuiInputTextState InputTextState; - ImFont InputTextPasswordFont; - ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. - ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips - ImU32 ColorEditLastColor; // RGB value with alpha set to 0. - ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. - ImGuiComboPreviewData ComboPreviewData; - float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. - bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? - bool DragCurrentAccumDirty; - float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings - float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? - float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() - short DisabledStackSize; - short TooltipOverrideCount; - float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) - ImVector ClipboardHandlerData; // If no custom clipboard handler is defined - ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once - - // Platform support - ImGuiPlatformImeData PlatformImeData; // Data updated by current frame - ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn - ImGuiID PlatformImeViewport; - char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point - - // Extensions - // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? - ImGuiDockContext DockContext; - - // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries - ImChunkStream SettingsTables; // ImGuiTable .ini settings entries - ImVector Hooks; // Hooks for extensions (e.g. test engine) - ImGuiID HookIdNext; // Next available HookId - - // Capture/Logging - bool LogEnabled; // Currently capturing - ImGuiLogType LogType; // Capture target - ImFileHandle LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - const char* LogNextPrefix; - const char* LogNextSuffix; - float LogLinePosY; - bool LogLineFirstItem; - int LogDepthRef; - int LogDepthToExpand; - int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. - - // Debug Tools - bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) - ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID - ImGuiMetricsConfig DebugMetricsConfig; - ImGuiStackTool DebugStackTool; - - // Misc - float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. - int FramerateSecPerFrameIdx; - int FramerateSecPerFrameCount; - float FramerateSecPerFrameAccum; - int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags - int WantCaptureKeyboardNextFrame; - int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer - - ImGuiContext(ImFontAtlas* shared_font_atlas) - { - Initialized = false; - ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; - Font = NULL; - FontSize = FontBaseSize = 0.0f; - IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; - FrameCount = 0; - FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; - WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; - GcCompactAll = false; - TestEngineHookItems = false; - TestEngine = NULL; - - WindowsActiveCount = 0; - CurrentWindow = NULL; - HoveredWindow = NULL; - HoveredWindowUnderMovingWindow = NULL; - HoveredDockNode = NULL; - MovingWindow = NULL; - WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; - - DebugHookIdInfo = 0; - HoveredId = HoveredIdPreviousFrame = 0; - HoveredIdAllowOverlap = false; - HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; - HoveredIdDisabled = false; - HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; - ActiveId = 0; - ActiveIdIsAlive = 0; - ActiveIdTimer = 0.0f; - ActiveIdIsJustActivated = false; - ActiveIdAllowOverlap = false; - ActiveIdNoClearOnFocusLoss = false; - ActiveIdHasBeenPressedBefore = false; - ActiveIdHasBeenEditedBefore = false; - ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask.ClearAllBits(); - ActiveIdClickOffset = ImVec2(-1, -1); - ActiveIdWindow = NULL; - ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = -1; - ActiveIdPreviousFrame = 0; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEditedBefore = false; - ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; - LastActiveIdTimer = 0.0f; - - CurrentItemFlags = ImGuiItemFlags_None; - BeginMenuCount = 0; - - CurrentDpiScale = 0.0f; - CurrentViewport = NULL; - MouseViewport = MouseLastHoveredViewport = NULL; - PlatformLastFocusedViewportId = 0; - ViewportFrontMostStampCount = 0; - - NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; - NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; - NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; - NavJustMovedToKeyMods = ImGuiKeyModFlags_None; - NavInputSource = ImGuiInputSource_None; - NavLayer = ImGuiNavLayer_Main; - NavIdIsAlive = false; - NavMousePosDirty = false; - NavDisableHighlight = true; - NavDisableMouseHover = false; - NavAnyRequest = false; - NavInitRequest = false; - NavInitRequestFromMove = false; - NavInitResultId = 0; - NavMoveSubmitted = false; - NavMoveScoringItems = false; - NavMoveForwardToNextFrame = false; - NavMoveFlags = ImGuiNavMoveFlags_None; - NavMoveScrollFlags = ImGuiScrollFlags_None; - NavMoveKeyMods = ImGuiKeyModFlags_None; - NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; - NavScoringDebugCount = 0; - NavTabbingDir = 0; - NavTabbingCounter = 0; - - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; - - DimBgRatio = 0.0f; - MouseCursor = ImGuiMouseCursor_Arrow; - - DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; - DragDropSourceFlags = ImGuiDragDropFlags_None; - DragDropSourceFrameCount = -1; - DragDropMouseButton = -1; - DragDropTargetId = 0; - DragDropAcceptFlags = ImGuiDragDropFlags_None; - DragDropAcceptIdCurrRectSurface = 0.0f; - DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; - DragDropAcceptFrameCount = -1; - DragDropHoldJustPressedId = 0; - memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); - - ClipperTempDataStacked = 0; - - CurrentTable = NULL; - TablesTempDataStacked = 0; - CurrentTabBar = NULL; - - TempInputId = 0; - ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; - ColorEditLastHue = ColorEditLastSat = 0.0f; - ColorEditLastColor = 0; - SliderCurrentAccum = 0.0f; - SliderCurrentAccumDirty = false; - DragCurrentAccumDirty = false; - DragCurrentAccum = 0.0f; - DragSpeedDefaultRatio = 1.0f / 100.0f; - DisabledAlphaBackup = 0.0f; - DisabledStackSize = 0; - ScrollbarClickDeltaToGrabCenter = 0.0f; - TooltipOverrideCount = 0; - TooltipSlowDelay = 0.50f; - - PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); - PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission - PlatformImeViewport = 0; - PlatformLocaleDecimalPoint = '.'; - - SettingsLoaded = false; - SettingsDirtyTimer = 0.0f; - HookIdNext = 0; - - LogEnabled = false; - LogType = ImGuiLogType_None; - LogNextPrefix = LogNextSuffix = NULL; - LogFile = NULL; - LogLinePosY = FLT_MAX; - LogLineFirstItem = false; - LogDepthRef = 0; - LogDepthToExpand = LogDepthToExpandDefault = 2; - - DebugItemPickerActive = false; - DebugItemPickerBreakId = 0; - - memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; - FramerateSecPerFrameAccum = 0.0f; - WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset(TempBuffer, 0, sizeof(TempBuffer)); - } + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + 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 ActiveIdHasBeenEditedThisFrame; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + 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. + + // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' +#endif + + // Next window/item data + ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. + + int BeginMenuCount; + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + float CurrentDpiScale; // == CurrentViewport->DpiScale + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Gamepad/keyboard Navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short LockMarkEdited; + short TooltipOverrideCount; + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + ImU8 DebugLogClipperAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) + { + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdAllowOverlap = false; + HoveredIdDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ActiveIdUsingNavInputMask = 0x00; +#endif + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + BeginMenuCount = 0; + + CurrentDpiScale = 0.0f; + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavWindow = NULL; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiMod_None; + NavInputSource = ImGuiInputSource_Keyboard; + NavLayer = ImGuiNavLayer_Main; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; + ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + LockMarkEdited = 0; + TooltipOverrideCount = 0; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogClipperAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + } }; //----------------------------------------------------------------------------- @@ -2240,195 +2575,196 @@ struct ImGuiContext // (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) struct IMGUI_API ImGuiWindowTempData { - // Layout - ImVec2 CursorPos; // Current emitting position, in absolute coordinates. - ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. - ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. - ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. - ImVec2 CurrLineSize; - ImVec2 PrevLineSize; - float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). - float PrevLineTextBaseOffset; - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImVec1 GroupOffset; - ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. - - // Keyboard/Gamepad navigation - ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - short NavLayersActiveMask; // Which layers have been written to (result from previous frame) - short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) - ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending - bool NavHideHighlightOneFrame; - bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) - - // Miscellaneous - bool MenuBarAppending; // FIXME: Remove this - 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 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. - ImVector ChildWindows; - ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) - ImGuiOldColumns* CurrentColumns; // Current columns set - int CurrentTableIdx; // Current table index (into g.Tables) - ImGuiLayoutType LayoutType; - ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - ImGuiLayout* CurrentLayout; - ImGuiLayoutItem* CurrentLayoutItem; - ImVector LayoutStack; - ImGuiStorage Layouts; - int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. - - // Local parameters stacks - // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. - float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). - float TextWrapPos; // Current text wrap pos. - ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) - ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + 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 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) }; // Storage for one window struct IMGUI_API ImGuiWindow { - char* Name; // Window name, owned by the window. - ImGuiID ID; // == ImHashStr(Name) - ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ - ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() - ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here - ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) - ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) - int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor - ImVec2 Pos; // Position (always rounded-up to nearest pixel) - ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) - ImVec2 SizeFull; // Size when non collapsed - ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. - ImVec2 ContentSizeIdeal; - ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). - ImVec2 WindowPadding; // Window padding at the time of Begin(). - float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. - float WindowBorderSize; // Window border size at the time of Begin(). - int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! - ImGuiID MoveId; // == window->GetID("#MOVE") - ImGuiID TabId; // == window->GetID("#TAB") - ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) - ImVec2 Scroll; - ImVec2 ScrollMax; - ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) - ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered - ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold - ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. - bool ScrollbarX, ScrollbarY; // Are scrollbars visible? - bool ViewportOwned; - bool Active; // Set to true on Begin(), unless Collapsed - bool WasActive; - bool WriteAccessed; // Set to true when any widget access the current window - bool Collapsed; // Set when collapsing window to become only title-bar - bool WantCollapseToggle; - bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) - bool Appearing; // Set during the frame where the window is appearing (or re-appearing) - bool Hidden; // Do not display (== HiddenFrames*** > 0) - bool IsFallbackWindow; // Set on the "Debug##Default" window. - bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() - bool HasCloseButton; // Set when the window has a close button (p_open != NULL) - signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) - short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. - short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. - ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - ImS8 AutoFitFramesX, AutoFitFramesY; - ImS8 AutoFitChildAxises; - bool AutoFitOnlyGrows; - ImGuiDir AutoPosLastDirection; - ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames - ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size - ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only - ImS8 DisableInputsFrames; // Disable window interactions for N frames - ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. - ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. - ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. - ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. - ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) - ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. - - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) - ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - - // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. - // The main 'OuterRect', omitted as a field, is window->Rect(). - ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. - ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) - ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. - ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). - ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? - ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). - ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. - Imivec2h HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. - Imivec2h HitTestHoleOffset; - - int LastFrameActive; // Last frame number the window was Active. - int LastFrameJustFocused; // Last frame number the window was made Focused. - float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) - float ItemWidthDefault; - ImGuiStorage StateStorage; - ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - float FontDpiScale; - int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) - - ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) - ImDrawList DrawListInst; - ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* ParentWindowInBeginStack; - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. - ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. - ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. - ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. - ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. - - ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) - ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) - ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - - int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy - int MemoryDrawListVtxCapacity; - bool MemoryCompacted; // Set when window extraneous data have been garbage collected - - // Docking - bool DockIsActive : 1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). - bool DockNodeIsVisible : 1; - bool DockTabIsVisible : 1; // Is our window visible this frame? ~~ is the corresponding tab selected? - bool DockTabWantClose : 1; - short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. - ImGuiWindowDockStyle DockStyle; - ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. - ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) - ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more - ImGuiItemStatusFlags DockTabItemStatusFlags; - ImRect DockTabItemRect; + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; public: - ImGuiWindow(ImGuiContext* context, const char* name); - ~ImGuiWindow(); - - ImGuiID GetID(const char* str, const char* str_end = NULL); - ImGuiID GetID(const void* ptr); - ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); - ImGuiID GetIDFromRectangle(const ImRect& r_abs); - - // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } - float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; //----------------------------------------------------------------------------- @@ -2438,84 +2774,78 @@ struct IMGUI_API ImGuiWindow // Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { - ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] - ImGuiTabBarFlags_IsFocused = 1 << 21, - ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, - ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) - ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button - ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. - ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. }; // Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { - ImGuiID ID; - ImGuiTabItemFlags Flags; - ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. - int LastFrameVisible; - int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance - float Offset; // Position relative to beginning of tab - float Width; // Width currently displayed - float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames - ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable - ImS16 IndexDuringLayout; // Index only used during TabBarLayout() - bool WantClose; // Marked as closed by SetTabItemClosed() + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) struct IMGUI_API ImGuiTabBar { - ImVector Tabs; - ImGuiTabBarFlags Flags; - ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) - int CurrFrameVisible; - int PrevFrameVisible; - ImRect BarRect; - float CurrTabsContentsHeight; - float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar - float WidthAllTabs; // Actual width of all tabs (locked during layout) - float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped - float ScrollingAnim; - float ScrollingTarget; - float ScrollingTargetDistToVisibility; - float ScrollingSpeed; - float ScrollingRectMinX; - float ScrollingRectMaxX; - ImGuiID ReorderRequestTabId; - ImS16 ReorderRequestOffset; - ImS8 BeginCount; - bool WantLayout; - bool VisibleTabWasSubmitted; - bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame - ImS16 TabsActiveCount; // Number of tabs submitted this frame. - ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() - float ItemSpacingY; - ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() - ImVec2 BackupCursorPos; - ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. - - ImGuiTabBar(); - int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } - const char* GetTabName(const ImGuiTabItem* tab) const - { - if (tab->Window) - return tab->Window->Name; - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); - return TabsNames.Buf.Data + tab->NameOffset; - } + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); }; //----------------------------------------------------------------------------- @@ -2523,252 +2853,277 @@ 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 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. -#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() +#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 ImS8 ImGuiTableColumnIdx; -typedef ImU8 ImGuiTableDrawChannelIdx; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; -// [Internal] sizeof() ~ 104 +// [Internal] sizeof() ~ 112 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. // We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. // This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". struct ImGuiTableColumn { - ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ - float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. - float MinX; // Absolute positions - float MaxX; - float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() - float WidthAuto; // Automatic width - float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. - float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). - ImRect ClipRect; // Clipping rectangle for the column - ImGuiID UserID; // Optional, value passed to TableSetupColumn() - float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column - float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) - float ItemWidth; // Current item width for the column, preserved across rows - float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. - float ContentMaxXUnfrozen; - float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls - float ContentMaxXHeadersIdeal; - ImS16 NameOffset; // Offset into parent ColumnsNames[] - ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) - ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) - ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column - ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column - ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort - ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) - ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows - bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 - bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). - bool IsUserEnabledNextFrame; - bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). - bool IsVisibleY; - bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. - bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). - bool IsPreserveWidthAuto; - ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte - ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit - ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem - ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending - ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) - ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) - ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) - - ImGuiTableColumn() - { - memset(this, 0, sizeof(*this)); - StretchWeight = WidthRequest = -1.0f; - NameOffset = -1; - DisplayOrder = IndexWithinEnabledSet = -1; - PrevEnabledColumn = NextEnabledColumn = -1; - SortOrder = -1; - SortDirection = ImGuiSortDirection_None; - DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; - } + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } }; // Transient cell data stored per row. // sizeof() ~ 6 struct ImGuiTableCellData { - ImU32 BgColor; // Actual color - ImGuiTableColumnIdx Column; // Column number + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } }; -// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData +// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory() struct IMGUI_API ImGuiTable { - ImGuiID ID; - ImGuiTableFlags Flags; - void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] - ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] - ImSpan Columns; // Point within RawData[] - ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) - ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. - ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map - ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data - ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) - ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) - ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) - int SettingsOffset; // Offset in g.SettingsTables - int LastFrameActive; - int ColumnsCount; // Number of columns declared in BeginTable() - int CurrentRow; - int CurrentColumn; - ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. - ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with - float RowPosY1; - float RowPosY2; - float RowMinHeight; // Height submitted to TableNextRow() - float RowTextBaseline; - float RowIndentOffsetX; - ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ - ImGuiTableRowFlags LastRowFlags : 16; - int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. - ImU32 RowBgColor[2]; // Background color override for current row. - ImU32 BorderColorStrong; - ImU32 BorderColorLight; - float BorderX1; - float BorderX2; - float HostIndentX; - float MinColumnWidth; - float OuterPaddingX; - float CellPaddingX; // Padding from each borders - float CellPaddingY; - float CellSpacingX1; // Spacing between non-bordered cells - float CellSpacingX2; - float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame - float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. - float ColumnsGivenWidth; // Sum of current column width - float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window - float ResizedColumnNextWidth; - float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. - float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. - ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). - ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is - ImRect WorkRect; - ImRect InnerClipRect; - ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries - ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped - ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. - ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. - ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() - ImGuiWindow* OuterWindow; // Parent window for the table - ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) - ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names - ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly - ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. - ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() - ImGuiTableColumnIdx SortSpecsCount; - ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) - ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) - ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() - ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! - ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). - ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. - ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. - ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. - ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. - ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) - ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 - ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. - ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. - ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. - ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. - ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot - ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count - ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) - ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count - ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) - ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row - ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. - ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; - bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. - bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). - bool IsInitializing; - bool IsSortSpecsDirty; - bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. - bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). - bool IsSettingsRequestLoad; - bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. - bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) - bool IsResetAllRequest; - bool IsResetDisplayOrderRequest; - bool IsUnfrozenRows; // Set when we got past the frozen row. - bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() - bool MemoryCompacted; - bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis - - ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } - ~ImGuiTable() { IM_FREE(RawData); } + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } }; // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// sizeof() ~ 120 bytes. struct IMGUI_API ImGuiTableTempData { - int TableIndex; // Index in g.Tables.Buf[] pool - float LastTimeActive; // Last timestamp this structure was used + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledheadersExtraWidth; // Used in EndTable() - ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() - ImDrawListSplitter DrawSplitter; + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; - ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() - ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() - ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() - ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() - ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() - ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() - float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() - int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() - ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; // sizeof() ~ 12 struct ImGuiTableColumnSettings { - float WidthOrWeight; - ImGuiID UserID; - ImGuiTableColumnIdx Index; - ImGuiTableColumnIdx DisplayOrder; - ImGuiTableColumnIdx SortOrder; - ImU8 SortDirection : 2; - ImU8 IsEnabled : 1; // "Visible" in ini file - ImU8 IsStretch : 1; - - ImGuiTableColumnSettings() - { - WidthOrWeight = 0.0f; - UserID = 0; - Index = -1; - DisplayOrder = SortOrder = -1; - SortDirection = ImGuiSortDirection_None; - IsEnabled = 1; - IsStretch = 0; - } + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } }; // This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) struct ImGuiTableSettings { - ImGuiID ID; // Set to 0 to invalidate/delete the setting - ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) - float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. - ImGuiTableColumnIdx ColumnsCount; - ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher - bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } - ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; //----------------------------------------------------------------------------- @@ -2778,470 +3133,607 @@ struct ImGuiTableSettings namespace ImGui { - // Windows - // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) - // If this ever crash because g.CurrentWindow is NULL it means that either - // - ImGui::NewFrame() has never been called, which is illegal. - // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. - inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } - inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } - IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); - IMGUI_API ImGuiWindow* FindWindowByName(const char* name); - IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); - IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); - IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); - IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); - IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); - IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); - IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); - IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); - inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } - inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } - - // Windows: Display Order and Focus Order - IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); - IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); - IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); - IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); - - // Fonts, drawing - IMGUI_API void SetCurrentFont(ImFont* font); - inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } - inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } - - // Init - IMGUI_API void Initialize(ImGuiContext* context); - IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). - - // NewFrame - IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); - IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); - IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); - IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); - IMGUI_API void UpdateMouseMovingWindowNewFrame(); - IMGUI_API void UpdateMouseMovingWindowEndFrame(); - - // Generic context hooks - IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); - IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); - IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); - - // Viewports - IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); - IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); - IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); - IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); - IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); - IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); - - // Settings - IMGUI_API void MarkIniSettingsDirty(); - IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); - IMGUI_API void ClearIniSettings(); - IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); - IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); - IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); - IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); - - // Scrolling - IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is - IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); - IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); - IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); - IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); - - // Early work-in-progress API (ScrollToItem() will become public) - IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); - IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); - IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); - //#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } - //#endif - - // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) - inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } - inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } - inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } - inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } - IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); - IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); - IMGUI_API void ClearActiveID(); - IMGUI_API ImGuiID GetHoveredID(); - IMGUI_API void SetHoveredID(ImGuiID id); - IMGUI_API void KeepAliveID(ImGuiID id); - IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. - IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) - IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); - - // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); - IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); - IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); - IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); - IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); - IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); - IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetContentRegionMaxAbs(); - IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); - - // Parameter stacks - IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); - + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Gamepad/Keyboard Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void NavRestoreHighlightAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) + { + ImGuiContext& g = *ctx; + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl); + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. + // - Multiple read sites may use the same owner id and will all get the granted route. + // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. + // - TL;DR; + // - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects. + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Debug Log + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + + // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, 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 DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // Currently refactoring focus/nav/tabbing system - // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): - // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' - // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif - - // Logging/Capture - IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. - IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer - IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); - IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); - - // Popups, Modals, Tooltips - IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); - IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); - IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); - IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); - IMGUI_API void ClosePopupsExceptModals(); - IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); - IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); - IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); - IMGUI_API ImGuiWindow* GetTopMostPopupModal(); - IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); - IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); - IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); - - // Menus - IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); - IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); - IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); - - // Combos - IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); - IMGUI_API bool BeginComboPreview(); - IMGUI_API void EndComboPreview(); - - // Gamepad/Keyboard Navigation - IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); - IMGUI_API void NavInitRequestApplyResult(); - IMGUI_API bool NavMoveRequestButNoResultYet(); - IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); - IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); - IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); - IMGUI_API void NavMoveRequestCancel(); - IMGUI_API void NavMoveRequestApplyResult(); - IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); - IMGUI_API const char* GetNavInputName(ImGuiNavInput n); - IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); - IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); - IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); - - // Focus Scope (WIP) - // This is generally used to identify a selection set (multiple of which may be in the same window), as selection - // patterns generally need to react (e.g. clear selection) when landing on an item of the set. - IMGUI_API void PushFocusScope(ImGuiID id); - IMGUI_API void PopFocusScope(); - inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active - inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() - - // Inputs - // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. - inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } - inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } - inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } - IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); - IMGUI_API void SetItemUsingMouseWheel(); - IMGUI_API void SetActiveIdUsingNavAndKeys(); - inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } - inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } - inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } - inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } - IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); - inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } - IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! #endif - // Docking - // (some functions are only declared in imgui.cpp, see Docking section) - IMGUI_API void DockContextInitialize(ImGuiContext* ctx); - IMGUI_API void DockContextShutdown(ImGuiContext* ctx); - IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all - IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); - IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); - IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); - IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); - IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); - IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); - IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); - IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); - IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); - IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); - IMGUI_API void DockNodeEndAmendTabBar(); - inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } - inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } - inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } - inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } - inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } - IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); - IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); - IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); - IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); - IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); - - // Docking - Builder function needs to be generally called before the node is used/submitted. - // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. - // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. - // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). - // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. - // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. - // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure - // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. - // - Call DockBuilderFinish() after you are done. - IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); - IMGUI_API ImGuiDockNode* DockBuilderGetNode(ImGuiID node_id); - inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } - IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); - IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows - IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); - IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). - IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); - IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); - IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. - IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); - IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); - IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); - IMGUI_API void DockBuilderFinish(ImGuiID node_id); - - // Drag and Drop - IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); - IMGUI_API void ClearDragDrop(); - IMGUI_API bool IsDragDropPayloadBeingAccepted(); - - // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) - IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); - IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). - IMGUI_API void EndColumns(); // close columns - IMGUI_API void PushColumnClipRect(int column_index); - IMGUI_API void PushColumnsBackground(); - IMGUI_API void PopColumnsBackground(); - IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); - IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); - IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); - IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); - - // Tables: Candidates for public API - IMGUI_API void TableOpenContextMenu(int column_n = -1); - IMGUI_API void TableSetColumnWidth(int column_n, float width); - IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); - IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. - IMGUI_API float TableGetHeaderRowHeight(); - IMGUI_API void TablePushBackgroundChannel(); - IMGUI_API void TablePopBackgroundChannel(); - - // Tables: Internals - inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } - IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); - IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); - IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); - IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); - IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); - IMGUI_API void TableUpdateLayout(ImGuiTable* table); - IMGUI_API void TableUpdateBorders(ImGuiTable* table); - IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); - IMGUI_API void TableDrawBorders(ImGuiTable* table); - IMGUI_API void TableDrawContextMenu(ImGuiTable* table); - IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); - IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); - IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); - IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); - IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); - IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); - IMGUI_API void TableBeginRow(ImGuiTable* table); - IMGUI_API void TableEndRow(ImGuiTable* table); - IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); - IMGUI_API void TableEndCell(ImGuiTable* table); - IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); - IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); - IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); - IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); - IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); - IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); - IMGUI_API void TableRemove(ImGuiTable* table); - IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); - IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); - IMGUI_API void TableGcCompactSettings(); - - // Tables: Settings - IMGUI_API void TableLoadSettings(ImGuiTable* table); - IMGUI_API void TableSaveSettings(ImGuiTable* table); - IMGUI_API void TableResetSettings(ImGuiTable* table); - IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); - IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); - IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); - IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); - - // Tab Bars - IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); - IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); - IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); - IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); - IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); - IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); - IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); - IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); - IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); - IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); - IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); - IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); - - // Render helpers - // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. - // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) - IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); - IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); - IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); - IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); - IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); - IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); - IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); - IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight - IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. - IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); - - // Render helpers (those functions don't access any ImGui state!) - IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); - IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); - IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); - IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); - IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); - IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] - inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } - inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } -#endif - - // Widgets - IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); - IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); - IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); - IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); - IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners - IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); - IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); - IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); - IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); - - // Widgets low-level behaviors - IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); - IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging - IMGUI_API void TreePushOverrideID(ImGuiID id); - - // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. - // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). - // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); - template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); - template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); - template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); - - // Data type helpers - IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); - IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); - IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); - IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); - - // InputText - IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); - IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); - inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } - inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active - - // Color - IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); - IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); - IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); - - // Plot - IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); - - // Shade functions (write over already created vertices) - IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); - IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); - - // Garbage collection - IMGUI_API void GcCompactTransientMiscBuffers(); - IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); - IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); - - // Debug Tools - IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - inline void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } - inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } - - IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); - IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); - IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); - IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, 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 DebugNodeFont(ImFont* font); - IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); - IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); - IMGUI_API void DebugNodeTable(ImGuiTable* table); - IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); - IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); - IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); - IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); - IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); - IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); - IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); - } // namespace ImGui @@ -3252,13 +3744,14 @@ namespace ImGui // This structure is likely to evolve as we add support for incremental atlas updates struct ImFontBuilderIO { - bool (*FontBuilder_Build)(ImFontAtlas* atlas); + bool (*FontBuilder_Build)(ImFontAtlas* atlas); }; // Helper for font builder #ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); #endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); @@ -3273,14 +3766,15 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); -extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) diff --git a/Volt/Volt/vendor/imgui/imgui_stacklayout.cpp b/Volt/Volt/vendor/imgui/imgui_stacklayout.cpp new file mode 100644 index 000000000..c00c55043 --- /dev/null +++ b/Volt/Volt/vendor/imgui/imgui_stacklayout.cpp @@ -0,0 +1,1128 @@ +// dear imgui, v1.86 WIP +// (stack layout code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Stack layout: Forward declarations +// [SECTION] Stack layout: flags, enums, data structures +// [SECTION] Stack Layout: Context forward declarations +// [SECTION] Stack Layout: Internal code forward declarations +// [SECTION] Stack Layout: Context +// [SECTION] Stack Layout: Internal code +// [SECTION] Stack Layout: Internal API +// [SECTION] Stack Layout: Public API + +*/ + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// +// - BeginHorizontal/BeginVertical() user begin into a layout +// - [...] user emit contents +// - | Spring() - separate widget groups in layout +// - | SuspendLayout() - stop any layout operations +// - | ResumeLayout() - resume layout operations +//----------------------------------------------------------------------------- +// - EndHorizontal/EndVertical() user ends the layout +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" + +#include "imgui_stacklayout_internal.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Stack layout: Forward declarations +//----------------------------------------------------------------------------- + +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiLayoutItemType; // -> enum ImGuiLayoutItemType_ // Enum: Item or Spring + + +//----------------------------------------------------------------------------- +// [SECTION] Stack layout: flags, enums, data structures +//----------------------------------------------------------------------------- + +enum ImGuiLayoutItemType_ +{ + ImGuiLayoutItemType_Item, + ImGuiLayoutItemType_Spring +}; + +// sizeof() == 48 +struct ImGuiLayoutItem +{ + ImGuiLayoutItemType Type; // Type of an item + ImRect MeasuredBounds; + + float SpringWeight; // Weight of a spring + float SpringSpacing; // Spring spacing + float SpringSize; // Calculated spring size + + float CurrentAlign; + float CurrentAlignOffset; + + unsigned int VertexIndexBegin; + unsigned int VertexIndexEnd; + + ImGuiLayoutItem(ImGuiLayoutItemType type) + { + Type = type; + MeasuredBounds = ImRect(0, 0, 0, 0); // FIXME: @thedmd are you sure the default ImRect value FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX aren't enough here? + SpringWeight = 1.0f; + SpringSpacing = -1.0f; + SpringSize = 0.0f; + CurrentAlign = 0.0f; + CurrentAlignOffset = 0.0f; + VertexIndexBegin = VertexIndexEnd = (ImDrawIdx)0; + } +}; + +struct ImGuiLayout +{ + ImGuiID Id; + ImGuiLayoutType Type; + bool Live; + ImVec2 Size; // Size passed to BeginLayout + ImVec2 CurrentSize; // Bounds of layout known at the beginning the frame. + ImVec2 MinimumSize; // Minimum possible size when springs are collapsed. + ImVec2 MeasuredSize; // Measured size with springs expanded. + + ImVector Items; + int CurrentItemIndex; + int ParentItemIndex; + ImGuiLayout* Parent; + ImGuiLayout* FirstChild; + ImGuiLayout* NextSibling; + float Align; // Current item alignment. + float Indent; // Indent used to align items in vertical layout. + ImVec2 StartPos; // Initial cursor position when BeginLayout is called. + ImVec2 StartCursorMaxPos; // Maximum cursor position when BeginLayout is called. + + ImGuiLayout(ImGuiID id, ImGuiLayoutType type) + { + Id = id; + Type = type; + Live = false; + Size = CurrentSize = MinimumSize = MeasuredSize = ImVec2(0, 0); + CurrentItemIndex = 0; + ParentItemIndex = 0; + Parent = FirstChild = NextSibling = NULL; + Align = -1.0f; + Indent = 0.0f; + StartPos = ImVec2(0, 0); + StartCursorMaxPos = ImVec2(0, 0); + } +}; + +struct ImGuiLayoutWindowState +{ + ImGuiWindow* Window; + ImGuiLayout* CurrentLayout; + ImGuiLayoutItem* CurrentLayoutItem; + ImVector LayoutStack; + ImGuiStorage Layouts; + + ImGuiLayoutWindowState() + { + Window = NULL; + CurrentLayout = NULL; + CurrentLayoutItem = NULL; + } +}; + +struct ImGuiLayoutState +{ + ImGuiStorage LayoutWindowStates; + + ImGuiContext* Context; + ImGuiID ContextID; + ImGuiID NewFramePreID; + ImGuiID EndFramePreID; + ImGuiID ShutdownHookID; + + ImGuiLayoutState() + { + Context = NULL; + ContextID = 0; + NewFramePreID = 0; + EndFramePreID = 0; + ShutdownHookID = 0; + } +}; + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Context forward declarations +//----------------------------------------------------------------------------- + +static ImGuiStorage GStackLayoutStates; + +// Context management/hooks +static ImGuiID GetContextID(ImGuiContext* context); // FIXME: ImGuiContext probably should have their own ID assigned +static ImGuiLayoutState* GetCurrentLayoutState(); +static ImGuiLayoutState* GetLayoutState(ImGuiContext* context); +static ImGuiLayoutState* CreateLayoutState(ImGuiID context_id, ImGuiContext* context); +static void StackLayout_NewFramePreCallback(ImGuiContext* ctx, ImGuiContextHook* hook); +static void StackLayout_EndFramePreCallback(ImGuiContext* ctx, ImGuiContextHook* hook); +static void StackLayout_ShutdownCallback(ImGuiContext* ctx, ImGuiContextHook* hook); + +static ImGuiLayoutWindowState* GetWindowLayoutState(ImGuiID window_id, ImGuiWindow* window = NULL); +static ImGuiLayoutWindowState* GetCurrentWindowLayoutState(); +static void WindowLayoutState_OnNewFrame(ImGuiLayoutWindowState* state); +static void WindowLayoutState_OnEndFrame(ImGuiLayoutWindowState* state); +static void WindowLayoutState_OnShutdown(ImGuiLayoutWindowState* state); + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Internal code forward declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ +// Stack Layout +static ImGuiLayout* FindLayout(ImGuiID id, ImGuiLayoutType type); +static ImGuiLayout* CreateNewLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size); +static void BeginLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size, float align); +static void EndLayout(ImGuiLayoutType type); +static ImVec2 CalculateLayoutSize(ImGuiLayout& layout, bool collapse_springs); +static void PushLayout(ImGuiLayout* layout); +static void PopLayout(ImGuiLayout* layout); +static void BalanceLayoutSprings(ImGuiLayout& layout); +static ImVec2 BalanceLayoutItemAlignment(ImGuiLayout& layout, ImGuiLayoutItem& item); +static void BalanceLayoutItemsAlignment(ImGuiLayout& layout); +static bool HasAnyNonZeroSpring(ImGuiLayout& layout); +static void BalanceChildLayouts(ImGuiLayout& layout); +static ImGuiLayoutItem* GenerateLayoutItem(ImGuiLayout& layout, ImGuiLayoutItemType type); +static float CalculateLayoutItemAlignmentOffset(ImGuiLayout& layout, ImGuiLayoutItem& item); +static void TranslateLayoutItem(ImGuiLayoutItem& item, const ImVec2& offset); +static void SignedIndent(float indent); +static void BeginLayoutItem(ImGuiLayout& layout); +static void EndLayoutItem(ImGuiLayout& layout); +static void AddLayoutSpring(ImGuiLayout& layout, float weight, float spacing); +} + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Context +//----------------------------------------------------------------------------- + +static ImGuiID GetContextID(ImGuiContext* context) +{ + // Hash pointer to ImGuiContext which is unique + return ImHashData(&context, sizeof(context)); +} + +static ImGuiLayoutState* GetCurrentLayoutState() +{ + return GetLayoutState(ImGui::GetCurrentContext()); +} + +static ImGuiLayoutState* GetLayoutState(ImGuiContext* context) +{ + if (context == NULL) + return NULL; + + ImGuiID context_id = GetContextID(context); + + ImGuiLayoutState* state = (ImGuiLayoutState*)GStackLayoutStates.GetVoidPtr(context_id); + if (state == NULL) + state = CreateLayoutState(context_id, context); + + return state; +} + +static ImGuiLayoutState* CreateLayoutState(ImGuiID context_id, ImGuiContext* context) +{ + ImGuiLayoutState* state = IM_NEW(ImGuiLayoutState); + state->Context = context; + state->ContextID = context_id; + + ImGuiContextHook new_frame_pre_hook; + new_frame_pre_hook.Type = ImGuiContextHookType_NewFramePre; + new_frame_pre_hook.UserData = state; + new_frame_pre_hook.Callback = StackLayout_NewFramePreCallback; + state->NewFramePreID = ImGui::AddContextHook(context, &new_frame_pre_hook); + + ImGuiContextHook end_frame_pre_hook; + end_frame_pre_hook.Type = ImGuiContextHookType_EndFramePre; + end_frame_pre_hook.UserData = state; + end_frame_pre_hook.Callback = StackLayout_EndFramePreCallback; + state->EndFramePreID = ImGui::AddContextHook(context, &end_frame_pre_hook); + + ImGuiContextHook shutdown_hook; + shutdown_hook.Type = ImGuiContextHookType_Shutdown; + shutdown_hook.UserData = state; + shutdown_hook.Callback = StackLayout_ShutdownCallback; + state->ShutdownHookID = ImGui::AddContextHook(context, &shutdown_hook); + + GStackLayoutStates.SetVoidPtr(context_id, state); + + return state; +} + +static void StackLayout_NewFramePreCallback(ImGuiContext* ctx, ImGuiContextHook* hook) +{ + ImGuiLayoutState* layout_state = (ImGuiLayoutState*)hook->UserData; + + for (int i = 0; i < layout_state->LayoutWindowStates.Data.Size; ++i) + { + ImGuiLayoutWindowState* layout_window_state = (ImGuiLayoutWindowState*)layout_state->LayoutWindowStates.Data[i].val_p; + + WindowLayoutState_OnNewFrame(layout_window_state); + } +} + +static void StackLayout_EndFramePreCallback(ImGuiContext* ctx, ImGuiContextHook* hook) +{ + ImGuiLayoutState* layout_state = (ImGuiLayoutState*)hook->UserData; + + for (int i = 0; i < layout_state->LayoutWindowStates.Data.Size; ++i) + { + ImGuiLayoutWindowState* layout_window_state = (ImGuiLayoutWindowState*)layout_state->LayoutWindowStates.Data[i].val_p; + + WindowLayoutState_OnEndFrame(layout_window_state); + } +} + +static void StackLayout_ShutdownCallback(ImGuiContext* ctx, ImGuiContextHook* hook) +{ + ImGuiLayoutState* layout_state = (ImGuiLayoutState*)hook->UserData; + + for (int i = 0; i < layout_state->LayoutWindowStates.Data.Size; ++i) + { + ImGuiLayoutWindowState* layout_window_state = (ImGuiLayoutWindowState*)layout_state->LayoutWindowStates.Data[i].val_p; + + WindowLayoutState_OnShutdown(layout_window_state); + + IM_DELETE(layout_window_state); + } + + GStackLayoutStates.SetVoidPtr(layout_state->ContextID, nullptr); + + IM_DELETE(layout_state); +} + + +static ImGuiLayoutWindowState* GetWindowLayoutState(ImGuiID window_id, ImGuiWindow* window) +{ + ImGuiLayoutState* layout_state = GetCurrentLayoutState(); + if (layout_state == NULL) + return NULL; + + ImGuiLayoutWindowState* window_layout_state = (ImGuiLayoutWindowState*)layout_state->LayoutWindowStates.GetVoidPtr(window_id); + if (window_layout_state == NULL) + { + if (window == NULL) + { + window = ImGui::FindWindowByID(window_id); + IM_ASSERT(window && "GetWindowLayoutState called with invalid Window ID."); + } + + window_layout_state = IM_NEW(ImGuiLayoutWindowState); + window_layout_state->Window = window; + layout_state->LayoutWindowStates.SetVoidPtr(window_id, window_layout_state); + } + + return window_layout_state; + +} + + +static ImGuiLayoutWindowState* GetCurrentWindowLayoutState() +{ + ImGuiWindow* current_window = ImGui::GetCurrentWindow(); + if (current_window == NULL) + return NULL; + + return GetWindowLayoutState(current_window->ID, current_window); +} + +static void WindowLayoutState_OnNewFrame(ImGuiLayoutWindowState* state) +{ + // Mark all layouts as dead. They may be revived in this frame. + for (int i = 0; i < state->Layouts.Data.Size; i++) + { + ImGuiLayout* layout = (ImGuiLayout*)state->Layouts.Data[i].val_p; + layout->Live = false; + } +} + +static void WindowLayoutState_OnEndFrame(ImGuiLayoutWindowState* state) +{ + // Check stacks (like ImGuiStackSizes::CompareWithCurrentState() does) + IM_ASSERT(0 == state->LayoutStack.Size && (!state->LayoutStack.Size || state->LayoutStack.back()->Type == ImGuiLayoutType_Horizontal) && "BeginHorizontal/EndHorizontal Mismatch!"); + IM_ASSERT(0 == state->LayoutStack.Size && (!state->LayoutStack.Size || state->LayoutStack.back()->Type == ImGuiLayoutType_Vertical) && "BeginVertical/EndVertical Mismatch!"); +} + +static void WindowLayoutState_OnShutdown(ImGuiLayoutWindowState* state) +{ + for (int i = 0; i < state->Layouts.Data.Size; i++) + { + ImGuiLayout* layout = (ImGuiLayout*)state->Layouts.Data[i].val_p; + IM_DELETE(layout); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Internal code +//----------------------------------------------------------------------------- + +static ImGuiLayout* ImGui::FindLayout(ImGuiID id, ImGuiLayoutType type) +{ + IM_ASSERT(type == ImGuiLayoutType_Horizontal || type == ImGuiLayoutType_Vertical); + + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + ImGuiLayout* layout = (ImGuiLayout*)window_state->Layouts.GetVoidPtr(id); + if (!layout) + return NULL; + + if (layout->Type != type) + { + layout->Type = type; + layout->MinimumSize = ImVec2(0.0f, 0.0f); + layout->Items.clear(); + } + + return layout; +} + +static ImGuiLayout* ImGui::CreateNewLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size) +{ + IM_ASSERT(type == ImGuiLayoutType_Horizontal || type == ImGuiLayoutType_Vertical); + + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + + ImGuiLayout* layout = IM_NEW(ImGuiLayout)(id, type); + layout->Size = size; + + window_state->Layouts.SetVoidPtr(id, layout); + + return layout; +} + +static void ImGui::BeginLayout(ImGuiID id, ImGuiLayoutType type, ImVec2 size, float align) +{ + ImGuiWindow* window = GetCurrentWindow(); + + PushID(id); + + // Find or create + ImGuiLayout* layout = FindLayout(id, type); + if (!layout) + layout = CreateNewLayout(id, type, size); + + layout->Live = true; + + PushLayout(layout); + + if (layout->Size.x != size.x || layout->Size.y != size.y) + layout->Size = size; + + if (align < 0.0f) + layout->Align = -1.0f; + else + layout->Align = ImClamp(align, 0.0f, 1.0f); + + // Start capture + layout->CurrentItemIndex = 0; + + layout->CurrentSize.x = layout->Size.x > 0.0f ? layout->Size.x : layout->MinimumSize.x; + layout->CurrentSize.y = layout->Size.y > 0.0f ? layout->Size.y : layout->MinimumSize.y; + + layout->StartPos = window->DC.CursorPos; + layout->StartCursorMaxPos = window->DC.CursorMaxPos; + + if (type == ImGuiLayoutType_Vertical) + { + // Push empty item to recalculate cursor position. + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f)); + Dummy(ImVec2(0.0f, 0.0f)); + PopStyleVar(); + + // Indent horizontal position to match edge of the layout. + layout->Indent = layout->StartPos.x - window->DC.CursorPos.x; + SignedIndent(layout->Indent); + } + + BeginLayoutItem(*layout); +} + +static void ImGui::EndLayout(ImGuiLayoutType type) +{ + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + IM_ASSERT(window_state->CurrentLayout); + IM_ASSERT(window_state->CurrentLayout->Type == type); + IM_UNUSED(type); + + ImGuiLayout* layout = window_state->CurrentLayout; + + EndLayoutItem(*layout); + + if (layout->CurrentItemIndex < layout->Items.Size) + layout->Items.resize(layout->CurrentItemIndex); + + if (layout->Type == ImGuiLayoutType_Vertical) + SignedIndent(-layout->Indent); + + PopLayout(layout); + + const bool auto_width = layout->Size.x <= 0.0f; + const bool auto_height = layout->Size.y <= 0.0f; + + ImVec2 new_size = layout->Size; + if (auto_width) + new_size.x = layout->CurrentSize.x; + if (auto_height) + new_size.y = layout->CurrentSize.y; + + ImVec2 new_minimum_size = CalculateLayoutSize(*layout, true); + + if (new_minimum_size.x != layout->MinimumSize.x || new_minimum_size.y != layout->MinimumSize.y) + { + layout->MinimumSize = new_minimum_size; + + // Shrink + if (auto_width) + new_size.x = new_minimum_size.x; + if (auto_height) + new_size.y = new_minimum_size.y; + } + + if (!auto_width) + new_size.x = layout->Size.x; + if (!auto_height) + new_size.y = layout->Size.y; + + layout->CurrentSize = new_size; + + ImVec2 measured_size = new_size; + if ((auto_width || auto_height) && layout->Parent) + { + if (layout->Type == ImGuiLayoutType_Horizontal && auto_width && layout->Parent->CurrentSize.x > 0) + layout->CurrentSize.x = layout->Parent->CurrentSize.x; + else if (layout->Type == ImGuiLayoutType_Vertical && auto_height && layout->Parent->CurrentSize.y > 0) + layout->CurrentSize.y = layout->Parent->CurrentSize.y; + + BalanceLayoutSprings(*layout); + + measured_size = layout->CurrentSize; + } + + layout->CurrentSize = new_size; + + PopID(); + + ImVec2 current_layout_item_max = ImVec2(0.0f, 0.0f); + if (window_state->CurrentLayoutItem) + current_layout_item_max = ImMax(window_state->CurrentLayoutItem->MeasuredBounds.Max, layout->StartPos + new_size); + + window_state->Window->DC.CursorPos = layout->StartPos; + window_state->Window->DC.CursorMaxPos = layout->StartCursorMaxPos; + ItemSize(new_size); + ItemAdd(ImRect(layout->StartPos, layout->StartPos + measured_size), 0); + + if (window_state->CurrentLayoutItem) + window_state->CurrentLayoutItem->MeasuredBounds.Max = current_layout_item_max; + + if (layout->Parent == NULL) + BalanceChildLayouts(*layout); + + //window->DrawList->AddRect(layout->StartPos, layout->StartPos + measured_size, IM_COL32(0,255,0,255)); // [DEBUG] + //window->DrawList->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +} + +static ImVec2 ImGui::CalculateLayoutSize(ImGuiLayout& layout, bool collapse_springs) +{ + ImVec2 bounds = ImVec2(0.0f, 0.0f); + + if (layout.Type == ImGuiLayoutType_Vertical) + { + for (int i = 0; i < layout.Items.Size; i++) + { + ImGuiLayoutItem& item = layout.Items[i]; + ImVec2 item_size = item.MeasuredBounds.GetSize(); + + if (item.Type == ImGuiLayoutItemType_Item) + { + bounds.x = ImMax(bounds.x, item_size.x); + bounds.y += item_size.y; + } + else + { + bounds.y += ImFloor(item.SpringSpacing); + + if (!collapse_springs) + bounds.y += item.SpringSize; + } + } + } + else + { + for (int i = 0; i < layout.Items.Size; i++) + { + ImGuiLayoutItem& item = layout.Items[i]; + ImVec2 item_size = item.MeasuredBounds.GetSize(); + + if (item.Type == ImGuiLayoutItemType_Item) + { + bounds.x += item_size.x; + bounds.y = ImMax(bounds.y, item_size.y); + } + else + { + bounds.x += ImFloor(item.SpringSpacing); + + if (!collapse_springs) + bounds.x += item.SpringSize; + } + } + } + + return bounds; +} + +static void ImGui::PushLayout(ImGuiLayout* layout) +{ + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + + if (layout) + { + layout->Parent = window_state->CurrentLayout; + if (layout->Parent != NULL) + layout->ParentItemIndex = layout->Parent->CurrentItemIndex; + if (window_state->CurrentLayout) + { + layout->NextSibling = window_state->CurrentLayout->FirstChild; + layout->FirstChild = NULL; + window_state->CurrentLayout->FirstChild = layout; + } + else + { + layout->NextSibling = NULL; + layout->FirstChild = NULL; + } + } + + window_state->LayoutStack.push_back(layout); + window_state->CurrentLayout = layout; + window_state->CurrentLayoutItem = NULL; +} + +static void ImGui::PopLayout(ImGuiLayout* layout) +{ + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + + IM_ASSERT(!window_state->LayoutStack.empty()); + IM_ASSERT(window_state->LayoutStack.back() == layout); + IM_UNUSED(layout); + + window_state->LayoutStack.pop_back(); + + if (!window_state->LayoutStack.empty()) + { + window_state->CurrentLayout = window_state->LayoutStack.back(); + window_state->CurrentLayoutItem = &window_state->CurrentLayout->Items[window_state->CurrentLayout->CurrentItemIndex]; + } + else + { + window_state->CurrentLayout = NULL; + window_state->CurrentLayoutItem = NULL; + } +} + +static void ImGui::BalanceLayoutSprings(ImGuiLayout& layout) +{ + // Accumulate amount of occupied space and springs weights + float total_spring_weight = 0.0f; + + int last_spring_item_index = -1; + for (int i = 0; i < layout.Items.Size; i++) + { + ImGuiLayoutItem& item = layout.Items[i]; + if (item.Type == ImGuiLayoutItemType_Spring) + { + total_spring_weight += item.SpringWeight; + last_spring_item_index = i; + } + } + + // Determine occupied space and available space depending on layout type + const bool is_horizontal = (layout.Type == ImGuiLayoutType_Horizontal); + const bool is_auto_sized = ((is_horizontal ? layout.Size.x : layout.Size.y) <= 0.0f) && (layout.Parent == NULL); + const float occupied_space = is_horizontal ? layout.MinimumSize.x : layout.MinimumSize.y; + const float available_space = is_auto_sized ? occupied_space : (is_horizontal ? layout.CurrentSize.x : layout.CurrentSize.y); + const float free_space = ImMax(available_space - occupied_space, 0.0f); + + float span_start = 0.0f; + float current_weight = 0.0f; + for (int i = 0; i < layout.Items.Size; i++) + { + ImGuiLayoutItem& item = layout.Items[i]; + if (item.Type != ImGuiLayoutItemType_Spring) + continue; + + float last_spring_size = item.SpringSize; + + if (free_space > 0.0f && total_spring_weight > 0.0f) + { + float next_weight = current_weight + item.SpringWeight; + float span_end = ImFloor((i == last_spring_item_index) ? free_space : (free_space * next_weight / total_spring_weight)); + float spring_size = span_end - span_start; + item.SpringSize = spring_size; + span_start = span_end; + current_weight = next_weight; + } + else + { + item.SpringSize = 0.0f; + } + + // If spring changed its size, fix positioning of following items to avoid one frame visual bugs. + if (last_spring_size != item.SpringSize) + { + float difference = item.SpringSize - last_spring_size; + + ImVec2 offset = is_horizontal ? ImVec2(difference, 0.0f) : ImVec2(0.0f, difference); + + item.MeasuredBounds.Max += offset; + + for (int j = i + 1; j < layout.Items.Size; j++) + { + ImGuiLayoutItem& translated_item = layout.Items[j]; + + TranslateLayoutItem(translated_item, offset); + + translated_item.MeasuredBounds.Min += offset; + translated_item.MeasuredBounds.Max += offset; + } + } + } +} + +static ImVec2 ImGui::BalanceLayoutItemAlignment(ImGuiLayout& layout, ImGuiLayoutItem& item) +{ + // Fixup item alignment if necessary. + ImVec2 position_correction = ImVec2(0.0f, 0.0f); + if (item.CurrentAlign > 0.0f) + { + float item_align_offset = CalculateLayoutItemAlignmentOffset(layout, item); + if (item.CurrentAlignOffset != item_align_offset) + { + float offset = item_align_offset - item.CurrentAlignOffset; + + if (layout.Type == ImGuiLayoutType_Horizontal) + position_correction.y = offset; + else + position_correction.x = offset; + + TranslateLayoutItem(item, position_correction); + + item.CurrentAlignOffset = item_align_offset; + } + } + + return position_correction; +} + +static void ImGui::BalanceLayoutItemsAlignment(ImGuiLayout& layout) +{ + for (int i = 0; i < layout.Items.Size; ++i) + { + ImGuiLayoutItem& item = layout.Items[i]; + BalanceLayoutItemAlignment(layout, item); + } +} + +static bool ImGui::HasAnyNonZeroSpring(ImGuiLayout& layout) +{ + for (int i = 0; i < layout.Items.Size; ++i) + { + ImGuiLayoutItem& item = layout.Items[i]; + if (item.Type != ImGuiLayoutItemType_Spring) + continue; + if (item.SpringWeight > 0) + return true; + } + return false; +} + +static void ImGui::BalanceChildLayouts(ImGuiLayout& layout) +{ + for (ImGuiLayout* child = layout.FirstChild; child != NULL; child = child->NextSibling) + { + //ImVec2 child_layout_size = child->CurrentSize; + + // Propagate layout size down to child layouts. + // + // TODO: Distribution assume inner layout is only + // element inside parent item and assigns + // all available space to it. + // + // Investigate how to split space between + // adjacent layouts. + // + // Investigate how to measure non-layout items + // to treat them as fixed size blocks. + // + if (child->Type == ImGuiLayoutType_Horizontal && child->Size.x <= 0.0f) + child->CurrentSize.x = layout.CurrentSize.x; + else if (child->Type == ImGuiLayoutType_Vertical && child->Size.y <= 0.0f) + child->CurrentSize.y = layout.CurrentSize.y; + + BalanceChildLayouts(*child); + + //child->CurrentSize = child_layout_size; + + if (HasAnyNonZeroSpring(*child)) + { + // Expand item measured bounds to make alignment correct. + ImGuiLayoutItem& item = layout.Items[child->ParentItemIndex]; + + if (child->Type == ImGuiLayoutType_Horizontal && child->Size.x <= 0.0f) + item.MeasuredBounds.Max.x = ImMax(item.MeasuredBounds.Max.x, item.MeasuredBounds.Min.x + layout.CurrentSize.x); + else if (child->Type == ImGuiLayoutType_Vertical && child->Size.y <= 0.0f) + item.MeasuredBounds.Max.y = ImMax(item.MeasuredBounds.Max.y, item.MeasuredBounds.Min.y + layout.CurrentSize.y); + } + } + + BalanceLayoutSprings(layout); + BalanceLayoutItemsAlignment(layout); +} + +static ImGuiLayoutItem* ImGui::GenerateLayoutItem(ImGuiLayout& layout, ImGuiLayoutItemType type) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(layout.CurrentItemIndex <= layout.Items.Size); + + if (layout.CurrentItemIndex < layout.Items.Size) + { + ImGuiLayoutItem& item = layout.Items[layout.CurrentItemIndex]; + if (item.Type != type) + item = ImGuiLayoutItem(type); + } + else + { + layout.Items.push_back(ImGuiLayoutItem(type)); + } + + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + window_state->CurrentLayoutItem = &layout.Items[layout.CurrentItemIndex]; + + return &layout.Items[layout.CurrentItemIndex]; +} + +// Calculate how many pixels from top/left layout edge item need to be moved to match +// layout alignment. +static float ImGui::CalculateLayoutItemAlignmentOffset(ImGuiLayout& layout, ImGuiLayoutItem& item) +{ + if (item.CurrentAlign <= 0.0f) + return 0.0f; + + ImVec2 item_size = item.MeasuredBounds.GetSize(); + + float layout_extent = (layout.Type == ImGuiLayoutType_Horizontal) ? layout.CurrentSize.y : layout.CurrentSize.x; + float item_extent = (layout.Type == ImGuiLayoutType_Horizontal) ? item_size.y : item_size.x; + + if (item_extent <= 0/* || layout_extent <= item_extent*/) + return 0.0f; + + float align_offset = ImFloor(item.CurrentAlign * (layout_extent - item_extent)); + + return align_offset; +} + +static void ImGui::TranslateLayoutItem(ImGuiLayoutItem& item, const ImVec2& offset) +{ + if ((offset.x == 0.0f && offset.y == 0.0f) || (item.VertexIndexBegin == item.VertexIndexEnd)) + return; + + //IMGUI_DEBUG_LOG("TranslateLayoutItem by %f,%f\n", offset.x, offset.y); + ImDrawList* draw_list = GetWindowDrawList(); + + ImDrawVert* begin = draw_list->VtxBuffer.Data + item.VertexIndexBegin; + ImDrawVert* end = draw_list->VtxBuffer.Data + item.VertexIndexEnd; + + for (ImDrawVert* vtx = begin; vtx < end; ++vtx) + { + vtx->pos.x += offset.x; + vtx->pos.y += offset.y; + } +} + +static void ImGui::SignedIndent(float indent) +{ + if (indent > 0.0f) + Indent(indent); + else if (indent < 0.0f) + Unindent(-indent); +} + +static void ImGui::BeginLayoutItem(ImGuiLayout& layout) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiLayoutItem& item = *GenerateLayoutItem(layout, ImGuiLayoutItemType_Item); + + item.CurrentAlign = layout.Align; + if (item.CurrentAlign < 0.0f) + item.CurrentAlign = ImClamp(/*g.Style.LayoutAlign*/ 0.5f, 0.0f, 1.0f); //g.style.LayoutAlign had a default value of 0.5f in the original code, but since we are now using the external stacklayout api, we don't have access to the style struct anymore + + // Align item according to data from previous frame. + // If layout changes in current frame alignment will + // be corrected in EndLayout() to it visualy coherent. + item.CurrentAlignOffset = CalculateLayoutItemAlignmentOffset(layout, item); + if (item.CurrentAlign > 0.0f) + { + if (layout.Type == ImGuiLayoutType_Horizontal) + { + window->DC.CursorPos.y += item.CurrentAlignOffset; + } + else + { + float new_position = window->DC.CursorPos.x + item.CurrentAlignOffset; + + // Make placement behave like in horizontal case when next + // widget is placed at very same Y position. This indent + // make sure for vertical layout placed widgets has same X position. + SignedIndent(item.CurrentAlignOffset); + + window->DC.CursorPos.x = new_position; + } + } + + item.MeasuredBounds.Min = item.MeasuredBounds.Max = window->DC.CursorPos; + item.VertexIndexBegin = item.VertexIndexEnd = window->DrawList->_VtxCurrentIdx; +} + +static void ImGui::EndLayoutItem(ImGuiLayout& layout) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(layout.CurrentItemIndex < layout.Items.Size); + + ImGuiLayoutItem& item = layout.Items[layout.CurrentItemIndex]; + + ImDrawList* draw_list = window->DrawList; + item.VertexIndexEnd = draw_list->_VtxCurrentIdx; + + if (item.CurrentAlign > 0.0f && layout.Type == ImGuiLayoutType_Vertical) + SignedIndent(-item.CurrentAlignOffset); + + // Fixup item alignment in case item size changed in current frame. + ImVec2 position_correction = BalanceLayoutItemAlignment(layout, item); + + item.MeasuredBounds.Min += position_correction; + item.MeasuredBounds.Max += position_correction; + + if (layout.Type == ImGuiLayoutType_Horizontal) + window->DC.CursorPos.y = layout.StartPos.y; + else + window->DC.CursorPos.x = layout.StartPos.x; + + layout.CurrentItemIndex++; +} + +static void ImGui::AddLayoutSpring(ImGuiLayout& layout, float weight, float spacing) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiLayoutItem* previous_item = &layout.Items[layout.CurrentItemIndex]; + + // Undo item padding, spring should consume all space between items. + if (layout.Type == ImGuiLayoutType_Horizontal) + window->DC.CursorPos.x = previous_item->MeasuredBounds.Max.x; + else + window->DC.CursorPos.y = previous_item->MeasuredBounds.Max.y; + + previous_item = NULL; // may be invalid after call to GenerateLayoutItem() + + EndLayoutItem(layout); + + ImGuiLayoutItem* spring_item = GenerateLayoutItem(layout, ImGuiLayoutItemType_Spring); + + spring_item->MeasuredBounds.Min = spring_item->MeasuredBounds.Max = window->DC.CursorPos; + + if (weight < 0.0f) + weight = 0.0f; + + if (spring_item->SpringWeight != weight) + spring_item->SpringWeight = weight; + + if (spacing < 0.0f) + { + ImVec2 style_spacing = g.Style.ItemSpacing; + if (layout.Type == ImGuiLayoutType_Horizontal) + spacing = style_spacing.x; + else + spacing = style_spacing.y; + } + + if (spring_item->SpringSpacing != spacing) + spring_item->SpringSpacing = spacing; + + if (spring_item->SpringSize > 0.0f || spacing > 0.0f) + { + ImVec2 spring_size, spring_spacing; + if (layout.Type == ImGuiLayoutType_Horizontal) + { + spring_spacing = ImVec2(0.0f, g.Style.ItemSpacing.y); + spring_size = ImVec2(spacing + spring_item->SpringSize, layout.CurrentSize.y); + } + else + { + spring_spacing = ImVec2(g.Style.ItemSpacing.x, 0.0f); + spring_size = ImVec2(layout.CurrentSize.x, spacing + spring_item->SpringSize); + } + + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImFloor(spring_spacing)); + Dummy(ImFloor(spring_size)); + PopStyleVar(); + } + + layout.CurrentItemIndex++; + + BeginLayoutItem(layout); +} + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Internal API +//----------------------------------------------------------------------------- + +ImGuiLayoutType ImGuiInternal::GetCurrentLayoutType(ImGuiID window_id) +{ + ImGuiLayoutWindowState* state = GetWindowLayoutState(window_id); + + ImGuiLayoutType layout_type = state->Window->DC.LayoutType; + if (state->CurrentLayout) + layout_type = state->CurrentLayout->Type; + + return layout_type; +} + +void ImGuiInternal::UpdateItemRect(ImGuiID window_id, const ImVec2& min, const ImVec2& max) +{ + ImGuiLayoutWindowState* state = GetWindowLayoutState(window_id); + + if (state->CurrentLayoutItem) + state->CurrentLayoutItem->MeasuredBounds.Max = ImMax(state->CurrentLayoutItem->MeasuredBounds.Max, max); + + IM_UNUSED(min); +} + + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout: Public API +//----------------------------------------------------------------------------- + +void ImGui::BeginHorizontal(const char* str_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID(str_id), ImGuiLayoutType_Horizontal, size, align); +} + +void ImGui::BeginHorizontal(const void* ptr_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID(ptr_id), ImGuiLayoutType_Horizontal, size, align); +} + +void ImGui::BeginHorizontal(int id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID((void*)(intptr_t)id), ImGuiLayoutType_Horizontal, size, align); +} + +void ImGui::EndHorizontal() +{ + EndLayout(ImGuiLayoutType_Horizontal); +} + +void ImGui::BeginVertical(const char* str_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID(str_id), ImGuiLayoutType_Vertical, size, align); +} + +void ImGui::BeginVertical(const void* ptr_id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID(ptr_id), ImGuiLayoutType_Vertical, size, align); +} + +void ImGui::BeginVertical(int id, const ImVec2& size/* = ImVec2(0, 0)*/, float align/* = -1*/) +{ + ImGuiWindow* window = GetCurrentWindow(); + BeginLayout(window->GetID((void*)(intptr_t)id), ImGuiLayoutType_Vertical, size, align); +} + +void ImGui::EndVertical() +{ + EndLayout(ImGuiLayoutType_Vertical); +} + +// Inserts spring separator in layout +// weight <= 0 : spring will always have zero size +// weight > 0 : power of current spring +// spacing < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing >= 0 : enforce spacing amount +void ImGui::Spring(float weight/* = 1.0f*/, float spacing/* = -1.0f*/) +{ + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + IM_ASSERT(window_state->CurrentLayout); + + AddLayoutSpring(*window_state->CurrentLayout, weight, spacing); +} + +void ImGui::SuspendLayout() +{ + PushLayout(NULL); +} + +void ImGui::ResumeLayout() +{ + ImGuiLayoutWindowState* window_state = GetCurrentWindowLayoutState(); + IM_ASSERT(!window_state->CurrentLayout); + IM_ASSERT(!window_state->LayoutStack.empty()); + IM_UNUSED(window_state); + PopLayout(NULL); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imgui_stacklayout.h b/Volt/Volt/vendor/imgui/imgui_stacklayout.h new file mode 100644 index 000000000..d9364dfbc --- /dev/null +++ b/Volt/Volt/vendor/imgui/imgui_stacklayout.h @@ -0,0 +1,38 @@ +// dear imgui, v1.86 WIP +// (stack layout headers) + +/* + +Index of this file: +// [SECTION] Stack Layout API + +*/ + +#pragma once + +#include "imgui.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout API +//----------------------------------------------------------------------------- + +namespace ImGui +{ + IMGUI_API void BeginHorizontal(const char* str_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); + IMGUI_API void BeginHorizontal(const void* ptr_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); + IMGUI_API void BeginHorizontal(int id, const ImVec2& size = ImVec2(0, 0), float align = -1); + IMGUI_API void EndHorizontal(); + IMGUI_API void BeginVertical(const char* str_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); + IMGUI_API void BeginVertical(const void* ptr_id, const ImVec2& size = ImVec2(0, 0), float align = -1.0f); + IMGUI_API void BeginVertical(int id, const ImVec2& size = ImVec2(0, 0), float align = -1); + IMGUI_API void EndVertical(); + IMGUI_API void Spring(float weight = 1.0f, float spacing = -1.0f); + IMGUI_API void SuspendLayout(); + IMGUI_API void ResumeLayout(); + +} // namespace ImGui + + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imgui_stacklayout_internal.h b/Volt/Volt/vendor/imgui/imgui_stacklayout_internal.h new file mode 100644 index 000000000..4a5e9bd42 --- /dev/null +++ b/Volt/Volt/vendor/imgui/imgui_stacklayout_internal.h @@ -0,0 +1,30 @@ +// dear imgui, v1.86 WIP +// (stack layout headers) + +/* + +Index of this file: +// [SECTION] Stack Layout Internal API + +*/ + +#pragma once + +#include "imgui_internal.h" +#include "imgui_stacklayout.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Stack Layout Internal API +//----------------------------------------------------------------------------- + +namespace ImGuiInternal +{ + IMGUI_API ImGuiLayoutType GetCurrentLayoutType(ImGuiID window_id); + IMGUI_API void UpdateItemRect(ImGuiID window_id, const ImVec2& min, const ImVec2& max); + +} // namespace ImGuiInternal + + +#endif // #ifndef IMGUI_DISABLE diff --git a/Volt/Volt/vendor/imgui/imgui_tables.cpp b/Volt/Volt/vendor/imgui/imgui_tables.cpp index 105848159..13e0211cd 100644 --- a/Volt/Volt/vendor/imgui/imgui_tables.cpp +++ b/Volt/Volt/vendor/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (tables and columns code) /* @@ -24,7 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- @@ -48,7 +48,8 @@ Index of this file: // - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). // | TableSetupDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission -// | TableDrawContextMenu() - draw right-click context menu +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents //----------------------------------------------------------------------------- // - TableHeadersRow() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction @@ -80,20 +81,20 @@ Index of this file: // - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. // - outer_size.x > 0.0f -> Set Fixed width. // Y with ScrollX/ScrollY disabled: we output table directly in current window -// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. // - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) -// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) // Y with ScrollX/ScrollY enabled: using a child window for scrolling -// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. // - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. // - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. //----------------------------------------------------------------------------- // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. -// Important to that note how the two flags have slightly different behaviors! +// Important to note how the two flags have slightly different behaviors! // - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. // - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. -// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). //----------------------------------------------------------------------------- // About 'inner_width': // With ScrollX disabled: @@ -112,15 +113,16 @@ Index of this file: //----------------------------------------------------------------------------- // COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn(): -// We use a default parameter of 'init_width_or_weight == -1'. +// We use a default parameter of -1 for 'init_width'/'init_weight'. // - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f // - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom // Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) -// and you can fit a 100.0f wide item in it without clipping and with full padding. +// and you can fit a 100.0f wide item in it without clipping and with padding honored. //----------------------------------------------------------------------------- // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) // - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width @@ -134,10 +136,10 @@ Index of this file: // - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! // that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. // - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. -// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. //----------------------------------------------------------------------------- // About using column width: -// If a column is manual resizable or has a width specified with TableSetupColumn(): +// If a column is manually resizable or has a width specified with TableSetupColumn(): // - you may use GetContentRegionAvail().x to query the width available in a given column. // - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. // If the column is not resizable and has no width specified with TableSetupColumn(): @@ -151,7 +153,7 @@ Index of this file: // TABLES CLIPPING/CULLING //----------------------------------------------------------------------------- // About clipping/culling of Rows in Tables: -// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. // ImGuiListClipper is reliant on the fact that rows are of equal height. // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. // - Note that auto-resizing columns don't play well with using the clipper. @@ -168,7 +170,7 @@ Index of this file: // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // // [A] [B] [C] -// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. // SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. // ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. // ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). @@ -188,20 +190,16 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif // Visual Studio warnings #ifdef _MSC_VER @@ -256,1238 +254,1350 @@ Index of this file: static const int TABLE_DRAW_CHANNEL_BG0 = 0; static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) -static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. // Helper inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) { - // Adjust flags: set default sizing policy - if ((flags & ImGuiTableFlags_SizingMask_) == 0) - flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; - // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame - if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) - flags |= ImGuiTableFlags_NoKeepColumnsVisible; + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; - // Adjust flags: enforce borders when resizable - if (flags & ImGuiTableFlags_Resizable) - flags |= ImGuiTableFlags_BordersInnerV; + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; - // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on - if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) - flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); - // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody - if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) - flags &= ~ImGuiTableFlags_NoBordersInBody; + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; - // Adjust flags: disable saved settings if there's nothing to save - if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) - flags |= ImGuiTableFlags_NoSavedSettings; + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; - // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) - if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) - flags |= ImGuiTableFlags_NoSavedSettings; + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; - return flags; + return flags; } ImGuiTable* ImGui::TableFindByID(ImGuiID id) { - ImGuiContext& g = *GImGui; - return g.Tables.GetByKey(id); + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); } // Read about "TABLE SIZING" at the top of this file. bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { - ImGuiID id = GetID(str_id); - return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); } bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { - ImGuiContext& g = *GImGui; - ImGuiWindow* outer_window = GetCurrentWindow(); - if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. - return false; - - // Sanity checks - IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); - if (flags & ImGuiTableFlags_ScrollX) - IM_ASSERT(inner_width >= 0.0f); - - // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. - const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; - const ImVec2 avail_size = GetContentRegionAvail(); - ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); - ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0)) - { - ItemSize(outer_rect); - return false; - } - - // Acquire storage for the table - ImGuiTable* table = g.Tables.GetOrAddByKey(id); - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; - const ImGuiID instance_id = id + instance_no; - const ImGuiTableFlags table_last_flags = table->Flags; - if (instance_no > 0) - IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); - - // Acquire temporary buffers - const int table_idx = g.Tables.GetIndex(table); - if (++g.TablesTempDataStacked > g.TablesTempData.Size) - g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); - ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; - temp_data->TableIndex = table_idx; - table->DrawSplitter = &table->TempData->DrawSplitter; - table->DrawSplitter->Clear(); - - // Fix flags - table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; - flags = TableFixFlags(flags, outer_window); - - // Initialize - table->ID = id; - table->Flags = flags; - table->InstanceCurrent = (ImS16)instance_no; - table->LastFrameActive = g.FrameCount; - table->OuterWindow = table->InnerWindow = outer_window; - table->ColumnsCount = columns_count; - table->IsLayoutLocked = false; - table->InnerWidth = inner_width; - temp_data->UserOuterSize = outer_size; - - // When not using a child window, WorkRect.Max will grow as we append contents. - if (use_child_window) - { - // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent - // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) - ImVec2 override_content_size(FLT_MAX, FLT_MAX); - if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) - override_content_size.y = FLT_MIN; - - // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and - // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align - // based on the right side of the child window work rect, which would require knowing ahead if we are going to - // have decoration taking horizontal spaces (typically a vertical scrollbar). - if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) - override_content_size.x = inner_width; - - if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) - SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); - - // Reset scroll if we are reactivating it - if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) - SetNextWindowScroll(ImVec2(0.0f, 0.0f)); - - // Create scrolling region (without border and zero window padding) - ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; - BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); - table->InnerWindow = g.CurrentWindow; - table->WorkRect = table->InnerWindow->WorkRect; - table->OuterRect = table->InnerWindow->Rect(); - table->InnerRect = table->InnerWindow->InnerRect; - IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); - } - else - { - // For non-scrolling tables, WorkRect == OuterRect == InnerRect. - // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). - table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; - } - - // Push a standardized ID for both child-using and not-child-using tables - PushOverrideID(instance_id); - - // Backup a copy of host window members we will modify - ImGuiWindow* inner_window = table->InnerWindow; - table->HostIndentX = inner_window->DC.Indent.x; - table->HostClipRect = inner_window->ClipRect; - table->HostSkipItems = inner_window->SkipItems; - temp_data->HostBackupWorkRect = inner_window->WorkRect; - temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; - temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; - temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; - temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; - temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; - temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; - temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; - inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - - // Padding and Spacing - // - None ........Content..... Pad .....Content........ - // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | - // - PadInner ........Content.. Pad | Pad ..Content........ - // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | - const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; - const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; - const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; - const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; - const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; - table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; - table->CellSpacingX2 = inner_spacing_explicit; - table->CellPaddingX = inner_padding_explicit; - table->CellPaddingY = g.Style.CellPadding.y; - - const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; - const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; - table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; - - table->CurrentColumn = -1; - table->CurrentRow = -1; - table->RowBgColorCounter = 0; - table->LastRowFlags = ImGuiTableRowFlags_None; - table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; - table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width - table->InnerClipRect.ClipWithFull(table->HostClipRect); - table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; - - table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow - table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() - table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any - table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; - table->IsUnfrozenRows = true; - table->DeclColumnsCount = 0; - - // Using opaque colors facilitate overlapping elements of the grid - table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); - table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); - - // Make table current - g.CurrentTable = table; - outer_window->DC.CurrentTableIdx = table_idx; - if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. - inner_window->DC.CurrentTableIdx = table_idx; - - if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) - table->IsResetDisplayOrderRequest = true; - - // Mark as used - if (table_idx >= g.TablesLastTimeActive.Size) - g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); - g.TablesLastTimeActive[table_idx] = (float)g.Time; - temp_data->LastTimeActive = (float)g.Time; - table->MemoryCompacted = false; - - // Setup memory buffer (clear data if columns count changed) - ImGuiTableColumn* old_columns_to_preserve = NULL; - void* old_columns_raw_data = NULL; - const int old_columns_count = table->Columns.size(); - if (old_columns_count != 0 && old_columns_count != columns_count) - { - // Attempt to preserve width on column count change (#4046) - old_columns_to_preserve = table->Columns.Data; - old_columns_raw_data = table->RawData; - table->RawData = NULL; - } - if (table->RawData == NULL) - { - TableBeginInitMemory(table, columns_count); - table->IsInitializing = table->IsSettingsRequestLoad = true; - } - if (table->IsResetAllRequest) - TableResetSettings(table); - if (table->IsInitializing) - { - // Initialize - table->SettingsOffset = -1; - table->IsSortSpecsDirty = true; - table->InstanceInteracted = -1; - table->ContextPopupColumn = -1; - table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; - table->AutoFitSingleColumn = -1; - table->HoveredColumnBody = table->HoveredColumnBorder = -1; - for (int n = 0; n < columns_count; n++) - { - ImGuiTableColumn* column = &table->Columns[n]; - if (old_columns_to_preserve && n < old_columns_count) - { - // FIXME: We don't attempt to preserve column order in this path. - *column = old_columns_to_preserve[n]; - } - else - { - float width_auto = column->WidthAuto; - *column = ImGuiTableColumn(); - column->WidthAuto = width_auto; - column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker - column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; - } - column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; - } - } - if (old_columns_raw_data) - IM_FREE(old_columns_raw_data); - - // Load settings - if (table->IsSettingsRequestLoad) - TableLoadSettings(table); - - // Handle DPI/font resize - // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. - // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. - // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. - // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. - const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? - if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) - { - const float scale_factor = new_ref_scale_unit / table->RefScale; - //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); - for (int n = 0; n < columns_count; n++) - table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; - } - table->RefScale = new_ref_scale_unit; - - // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. - // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. - // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. - inner_window->SkipItems = true; - - // Clear names - // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() - if (table->ColumnsNames.Buf.Size > 0) - table->ColumnsNames.Buf.resize(0); - - // Apply queued resizing/reordering/hiding requests - TableBeginApplyRequests(table); - - return true; + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + return false; + } + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const ImGuiTableFlags table_last_flags = table->Flags; + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + if (flags & ImGuiTableFlags_BordersOuterV) + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (flags & ImGuiTableFlags_BordersOuterH) + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + temp_data->AngledheadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; } // For reference, the average total _allocation count_ for a table is: -// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) -// Shared allocations per number of nested tables +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) -// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. // Unused channels don't perform their +2 allocations. void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { - // Allocate single buffer for our arrays - ImSpanAllocator<3> span_allocator; - span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); - span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); - span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); - table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); - memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); - span_allocator.SetArenaBasePtr(table->RawData); - span_allocator.GetSpan(0, &table->Columns); - span_allocator.GetSpan(1, &table->DisplayOrderToIndex); - span_allocator.GetSpan(2, &table->RowCellData); + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); } // Apply queued resizing/reordering/hiding requests void ImGui::TableBeginApplyRequests(ImGuiTable* table) { - // Handle resizing request - // (We process this at the first TableBegin of the frame) - // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? - if (table->InstanceCurrent == 0) - { - if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) - TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); - table->LastResizedColumn = table->ResizedColumn; - table->ResizedColumnNextWidth = FLT_MAX; - table->ResizedColumn = -1; - - // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. - // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. - if (table->AutoFitSingleColumn != -1) - { - TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); - table->AutoFitSingleColumn = -1; - } - } - - // Handle reordering request - // Note: we don't clear ReorderColumn after handling the request. - if (table->InstanceCurrent == 0) - { - if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) - table->ReorderColumn = -1; - table->HeldHeaderColumn = -1; - if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) - { - // We need to handle reordering across hidden columns. - // In the configuration below, moving C to the right of E will lead to: - // ... C [D] E ---> ... [D] E C (Column name/index) - // ... 2 3 4 ... 2 3 4 (Display order) - const int reorder_dir = table->ReorderColumnDir; - IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); - IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); - ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; - ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; - IM_UNUSED(dst_column); - const int src_order = src_column->DisplayOrder; - const int dst_order = dst_column->DisplayOrder; - src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; - for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) - table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; - IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); - - // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], - // rebuild the later from the former. - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; - table->ReorderColumnDir = 0; - table->IsSettingsDirty = true; - } - } - - // Handle display order reset request - if (table->IsResetDisplayOrderRequest) - { - for (int n = 0; n < table->ColumnsCount; n++) - table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; - table->IsResetDisplayOrderRequest = false; - table->IsSettingsDirty = true; - } + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } } // Adjust flags: default width mode + stretch columns are not allowed when auto extending static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) { - ImGuiTableColumnFlags flags = flags_in; - - // Sizing Policy - if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) - { - const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); - if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) - flags |= ImGuiTableColumnFlags_WidthFixed; - else - flags |= ImGuiTableColumnFlags_WidthStretch; - } - else - { - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. - } - - // Resize - if ((table->Flags & ImGuiTableFlags_Resizable) == 0) - flags |= ImGuiTableColumnFlags_NoResize; - - // Sorting - if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) - flags |= ImGuiTableColumnFlags_NoSort; - - // Indentation - if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) - flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; - - // Alignment - //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) - // flags |= ImGuiTableColumnFlags_AlignCenter; - //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. - - // Preserve status flags - column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); - - // Build an ordered list of available sort directions - column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; - if (table->Flags & ImGuiTableFlags_Sortable) - { - int count = 0, mask = 0, list = 0; - if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } - if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } - if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } - if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } - if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } - column->SortDirectionsAvailList = (ImU8)list; - column->SortDirectionsAvailMask = (ImU8)mask; - column->SortDirectionsAvailCount = (ImU8)count; - ImGui::TableFixColumnSortDirection(table, column); - } -} - -// Layout columns for the frame. This is in essence the followup to BeginTable(). -// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. // Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? void ImGui::TableUpdateLayout(ImGuiTable* table) { - ImGuiContext& g = *GImGui; - IM_ASSERT(table->IsLayoutLocked == false); - - const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); - table->IsDefaultDisplayOrder = true; - table->ColumnsEnabledCount = 0; - table->EnabledMaskByIndex = 0x00; - table->EnabledMaskByDisplayOrder = 0x00; - table->LeftMostEnabledColumn = -1; - table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE - - // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. - // Process columns in their visible orders as we are building the Prev/Next indices. - int count_fixed = 0; // Number of columns that have fixed sizing policies - int count_stretch = 0; // Number of columns that have stretch sizing policies - int prev_visible_column_idx = -1; - bool has_auto_fit_request = false; - bool has_resizable = false; - float stretch_sum_width_auto = 0.0f; - float fixed_max_width_auto = 0.0f; - for (int order_n = 0; order_n < table->ColumnsCount; order_n++) - { - const int column_n = table->DisplayOrderToIndex[order_n]; - if (column_n != order_n) - table->IsDefaultDisplayOrder = false; - ImGuiTableColumn* column = &table->Columns[column_n]; - - // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. - // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. - // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. - if (table->DeclColumnsCount <= column_n) - { - TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); - column->NameOffset = -1; - column->UserID = 0; - column->InitStretchWeightOrWidth = -1.0f; - } - - // Update Enabled state, mark settings and sort specs dirty - if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) - column->IsUserEnabledNextFrame = true; - if (column->IsUserEnabled != column->IsUserEnabledNextFrame) - { - column->IsUserEnabled = column->IsUserEnabledNextFrame; - table->IsSettingsDirty = true; - } - column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; - - if (column->SortOrder != -1 && !column->IsEnabled) - table->IsSortSpecsDirty = true; - if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) - table->IsSortSpecsDirty = true; - - // Auto-fit unsized columns - const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); - if (start_auto_fit) - column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames - - if (!column->IsEnabled) - { - column->IndexWithinEnabledSet = -1; - continue; - } - - // Mark as enabled and link to previous/next enabled column - column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; - column->NextEnabledColumn = -1; - if (prev_visible_column_idx != -1) - table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; - else - table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; - column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; - table->EnabledMaskByIndex |= (ImU64)1 << column_n; - table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; - prev_visible_column_idx = column_n; - IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); - - // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) - // Combine width from regular rows + width from headers unless requested not to. - if (!column->IsPreserveWidthAuto) - column->WidthAuto = TableGetColumnWidthAuto(table, column); - - // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) - const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; - if (column_is_resizable) - has_resizable = true; - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) - column->WidthAuto = column->InitStretchWeightOrWidth; - - if (column->AutoFitQueue != 0x00) - has_auto_fit_request = true; - if (column->Flags & ImGuiTableColumnFlags_WidthStretch) - { - stretch_sum_width_auto += column->WidthAuto; - count_stretch++; - } - else - { - fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); - count_fixed++; - } - } - if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) - table->IsSortSpecsDirty = true; - table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; - IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); - - // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible - // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). - // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. - if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) - table->InnerWindow->SkipItems = false; - if (has_auto_fit_request) - table->IsSettingsDirty = true; - - // [Part 3] Fix column flags and record a few extra information. - float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. - float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. - table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) - continue; - ImGuiTableColumn* column = &table->Columns[column_n]; - - const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; - if (column->Flags & ImGuiTableColumnFlags_WidthFixed) - { - // Apply same widths policy - float width_auto = column->WidthAuto; - if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) - width_auto = fixed_max_width_auto; - - // Apply automatic width - // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) - if (column->AutoFitQueue != 0x00) - column->WidthRequest = width_auto; - else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) - column->WidthRequest = width_auto; - - // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets - // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very - // large height (= first frame scrollbar display very off + clipper would skip lots of items). - // This is merely making the side-effect less extreme, but doesn't properly fixes it. - // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? - // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. - if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) - column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? - sum_width_requests += column->WidthRequest; - } - else - { - // Initialize stretch weight - if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) - { - if (column->InitStretchWeightOrWidth > 0.0f) - column->StretchWeight = column->InitStretchWeightOrWidth; - else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) - column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; - else - column->StretchWeight = 1.0f; - } - - stretch_sum_weights += column->StretchWeight; - if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) - table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; - if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) - table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; - } - column->IsPreserveWidthAuto = false; - sum_width_requests += table->CellPaddingX * 2.0f; - } - table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; - - // [Part 4] Apply final widths based on requested widths - const ImRect work_rect = table->WorkRect; - const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); - const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; - float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; - table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) - continue; - ImGuiTableColumn* column = &table->Columns[column_n]; - - // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) - if (column->Flags & ImGuiTableColumnFlags_WidthStretch) - { - float weight_ratio = column->StretchWeight / stretch_sum_weights; - column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); - width_remaining_for_stretched_columns -= column->WidthRequest; - } - - // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column - // See additional comments in TableSetColumnWidth(). - if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) - column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; - - // Assign final width, record width in case we will need to shrink - column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); - table->ColumnsGivenWidth += column->WidthGiven; - } - - // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). - // Using right-to-left distribution (more likely to match resizing cursor). - if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) - for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) - { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) - continue; - ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; - if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) - continue; - column->WidthRequest += 1.0f; - column->WidthGiven += 1.0f; - width_remaining_for_stretched_columns -= 1.0f; - } - - table->HoveredColumnBody = -1; - table->HoveredColumnBorder = -1; - const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); - const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); - - // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column - // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. - int visible_n = 0; - bool offset_x_frozen = (table->FreezeColumnsCount > 0); - float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; - ImRect host_clip_rect = table->InnerClipRect; - //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; - table->VisibleMaskByIndex = 0x00; - table->RequestOutputMaskByIndex = 0x00; - for (int order_n = 0; order_n < table->ColumnsCount; order_n++) - { - const int column_n = table->DisplayOrderToIndex[order_n]; - ImGuiTableColumn* column = &table->Columns[column_n]; - - column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); - - if (offset_x_frozen && table->FreezeColumnsCount == visible_n) - { - offset_x += work_rect.Min.x - table->OuterRect.Min.x; - offset_x_frozen = false; - } - - // Clear status flags - column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; - - if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) - { - // Hidden column: clear a few fields and we are done with it for the remainder of the function. - // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. - column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; - column->WidthGiven = 0.0f; - column->ClipRect.Min.y = work_rect.Min.y; - column->ClipRect.Max.y = FLT_MAX; - column->ClipRect.ClipWithFull(host_clip_rect); - column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; - column->IsSkipItems = true; - column->ItemWidth = 1.0f; - continue; - } - - // Detect hovered column - if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) - table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; - - // Lock start position - column->MinX = offset_x; - - // Lock width based on start position and minimum/maximum width for this position - float max_width = TableGetMaxColumnWidth(table, column_n); - column->WidthGiven = ImMin(column->WidthGiven, max_width); - column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); - column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; - - // Lock other positions - // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. - // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. - // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. - // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. - column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; - column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max - column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); - column->ClipRect.Min.x = column->MinX; - column->ClipRect.Min.y = work_rect.Min.y; - column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; - column->ClipRect.Max.y = FLT_MAX; - column->ClipRect.ClipWithFull(host_clip_rect); - - // Mark column as Clipped (not in sight) - // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. - // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. - // Taking advantage of LastOuterHeight would yield good results there... - // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, - // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). - // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. - column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); - column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); - const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; - if (is_visible) - table->VisibleMaskByIndex |= ((ImU64)1 << column_n); - - // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. - column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; - if (column->IsRequestOutput) - table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); - - // Mark column as SkipItems (ignoring all items/layout) - column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; - if (column->IsSkipItems) - IM_ASSERT(!is_visible); - - // Update status flags - column->Flags |= ImGuiTableColumnFlags_IsEnabled; - if (is_visible) - column->Flags |= ImGuiTableColumnFlags_IsVisible; - if (column->SortOrder != -1) - column->Flags |= ImGuiTableColumnFlags_IsSorted; - if (table->HoveredColumnBody == column_n) - column->Flags |= ImGuiTableColumnFlags_IsHovered; - - // Alignment - // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in - // many cases (to be able to honor this we might be able to store a log of cells width, per row, for - // visible rows, but nav/programmatic scroll would have visible artifacts.) - //if (column->Flags & ImGuiTableColumnFlags_AlignRight) - // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); - //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) - // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); - - // Reset content width variables - column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; - column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; - - // Don't decrement auto-fit counters until container window got a chance to submit its items - if (table->HostSkipItems == false) - { - column->AutoFitQueue >>= 1; - column->CannotSkipItemsQueue >>= 1; - } - - if (visible_n < table->FreezeColumnsCount) - host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); - - offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; - visible_n++; - } - - // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) - // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either - // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. - const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); - if (is_hovering_table && table->HoveredColumnBody == -1) - { - if (g.IO.MousePos.x >= unused_x1) - table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; - } - if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) - table->Flags &= ~ImGuiTableFlags_Resizable; - - // [Part 8] Lock actual OuterRect/WorkRect right-most position. - // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. - // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. - if (table->RightMostStretchedColumn != -1) - table->Flags &= ~ImGuiTableFlags_NoHostExtendX; - if (table->Flags & ImGuiTableFlags_NoHostExtendX) - { - table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; - table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); - } - table->InnerWindow->ParentWorkRect = table->WorkRect; - table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); - table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); - - // [Part 9] Allocate draw channels and setup background cliprect - TableSetupDrawChannels(table); - - // [Part 10] Hit testing on borders - if (table->Flags & ImGuiTableFlags_Resizable) - TableUpdateBorders(table); - table->LastFirstRowHeight = 0.0f; - table->IsLayoutLocked = true; - table->IsUsingHeaders = false; - - // [Part 11] Context menu - if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) - { - const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) - { - TableDrawContextMenu(table); - EndPopup(); - } - else - { - table->IsContextPopupOpen = false; - } - } - - // [Part 13] Sanitize and build sort specs before we have a change to use them for display. - // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) - if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) - TableSortSpecsBuild(table); - - // Initial state - ImGuiWindow* inner_window = table->InnerWindow; - if (table->Flags & ImGuiTableFlags_NoClip) - table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); - else - inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + float max_width = TableGetMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + if (table->HoveredColumnBody == column_n) + column->Flags |= ImGuiTableColumnFlags_IsHovered; + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() -// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise -// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets -// overlapping the same area. +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. void ImGui::TableUpdateBorders(ImGuiTable* table) { - ImGuiContext& g = *GImGui; - IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); - - // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and - // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not - // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). - // Actual columns highlight/render will be performed in EndTable() and not be affected. - const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; - const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); - const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; - - for (int order_n = 0; order_n < table->ColumnsCount; order_n++) - { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) - continue; - - const int column_n = table->DisplayOrderToIndex[order_n]; - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) - continue; - - // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() - const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; - if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) - continue; - - if (!column->IsVisibleX && table->LastResizedColumn != column_n) - continue; - - ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); - ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); - //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); - KeepAliveID(column_id); - - bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); - if (pressed && IsMouseDoubleClicked(0)) - { - TableSetColumnWidthAutoSingle(table, column_n); - ClearActiveID(); - held = hovered = false; - } - if (held) - { - if (table->LastResizedColumn == -1) - table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; - table->ResizedColumn = (ImGuiTableColumnIdx)column_n; - table->InstanceInteracted = table->InstanceCurrent; - } - if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) - { - table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; - SetMouseCursor(ImGuiMouseCursor_ResizeEW); - } - } + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } } void ImGui::EndTable() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); - - // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some - // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) - //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); - - // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our - // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. - if (!table->IsLayoutLocked) - TableUpdateLayout(table); - - const ImGuiTableFlags flags = table->Flags; - ImGuiWindow* inner_window = table->InnerWindow; - ImGuiWindow* outer_window = table->OuterWindow; - ImGuiTableTempData* temp_data = table->TempData; - IM_ASSERT(inner_window == g.CurrentWindow); - IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); - - if (table->IsInsideRow) - TableEndRow(table); - - // Context menu in columns body - if (flags & ImGuiTableFlags_ContextMenuInBody) - if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) - TableOpenContextMenu((int)table->HoveredColumnBody); - - // Finalize table height - inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; - inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; - inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; - const float inner_content_max_y = table->RowPosY2; - IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); - if (inner_window != outer_window) - inner_window->DC.CursorMaxPos.y = inner_content_max_y; - else if (!(flags & ImGuiTableFlags_NoHostExtendY)) - table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height - table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); - table->LastOuterHeight = table->OuterRect.GetHeight(); - - // Setup inner scrolling range - // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, - // but since the later is likely to be impossible to do we'd rather update both axises together. - if (table->Flags & ImGuiTableFlags_ScrollX) - { - const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; - float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; - if (table->RightMostEnabledColumn != -1) - max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); - if (table->ResizedColumn != -1) - max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; - } - - // Pop clipping rect - if (!(flags & ImGuiTableFlags_NoClip)) - inner_window->DrawList->PopClipRect(); - inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); - - // Draw borders - if ((flags & ImGuiTableFlags_Borders) != 0) - TableDrawBorders(table); + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); #if 0 - // Strip out dummy channel draw calls - // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) - // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. - // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. - if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) - { - ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; - dummy_channel->_CmdBuffer.resize(0); - dummy_channel->_IdxBuffer.resize(0); - } + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } #endif - // Flatten channels and merge draw calls - ImDrawListSplitter* splitter = table->DrawSplitter; - splitter->SetCurrentChannel(inner_window->DrawList, 0); - if ((table->Flags & ImGuiTableFlags_NoClip) == 0) - TableMergeDrawChannels(table); - splitter->Merge(inner_window->DrawList); - - // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() - const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) - table->ColumnsAutoFitWidth += column->WidthRequest; - else - table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); - } - - // Update scroll - if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) - { - inner_window->Scroll.x = 0.0f; - } - else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) - { - // When releasing a column being resized, scroll to keep the resulting column in sight - const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; - ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; - if (column->MaxX < table->InnerClipRect.Min.x) - SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); - else if (column->MaxX > table->InnerClipRect.Max.x) - SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); - } - - // Apply resizing/dragging at the end of the frame - if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) - { - ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; - const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); - const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); - table->ResizedColumnNextWidth = new_width; - } - - // Pop from id stack - IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); - IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); - PopID(); - - // Restore window data that we modified - const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; - inner_window->WorkRect = temp_data->HostBackupWorkRect; - inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; - inner_window->SkipItems = table->HostSkipItems; - outer_window->DC.CursorPos = table->OuterRect.Min; - outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; - outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; - outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; - - // Layout in outer window - // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding - // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) - if (inner_window != outer_window) - { - EndChild(); - } - else - { - ItemSize(table->OuterRect.GetSize()); - ItemAdd(table->OuterRect, 0); - } - - // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar - if (table->Flags & ImGuiTableFlags_NoHostExtendX) - { - // FIXME-TABLE: Could we remove this section? - // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents - IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); - } - else if (temp_data->UserOuterSize.x <= 0.0f) - { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; - outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); - } - else - { - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); - } - if (temp_data->UserOuterSize.y <= 0.0f) - { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; - outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); - outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); - } - else - { - // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) - outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); - } - - // Save settings - if (table->IsSettingsDirty) - TableSaveSettings(table); - table->IsInitializing = false; - - // Clear or restore current table, if any - IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - IM_ASSERT(g.TablesTempDataStacked > 0); - temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; - g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; - if (g.CurrentTable) - { - g.CurrentTable->TempData = temp_data; - g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; - } - outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; -} - -// See "COLUMN SIZING POLICIES" comments at the top of this file + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + EndChild(); + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); - IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); - IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); - if (table->DeclColumnsCount >= table->ColumnsCount) - { - IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); - return; - } - - ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; - table->DeclColumnsCount++; - - // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. - // Give a grace to users of ImGuiTableFlags_ScrollX. - if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) - IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); - - // When passing a width automatically enforce WidthFixed policy - // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) - if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) - if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) - flags |= ImGuiTableColumnFlags_WidthFixed; - - TableSetupColumnFlags(table, column, flags); - column->UserID = user_id; - flags = column->Flags; - - // Initialize defaults - column->InitStretchWeightOrWidth = init_width_or_weight; - if (table->IsInitializing) - { - // Init width or weight - if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) - { - if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) - column->WidthRequest = init_width_or_weight; - if (flags & ImGuiTableColumnFlags_WidthStretch) - column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; - - // Disable auto-fit if an explicit width/weight has been specified - if (init_width_or_weight > 0.0f) - column->AutoFitQueue = 0x00; - } - - // Init default visibility/sort state - if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsUserEnabled = column->IsUserEnabledNextFrame = false; - if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) - { - column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); - } - } - - // Store name (append with zero-terminator in contiguous buffer) - column->NameOffset = -1; - if (label != NULL && label[0] != 0) - { - column->NameOffset = (ImS16)table->ColumnsNames.size(); - table->ColumnsNames.append(label, label + strlen(label) + 1); - } + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } } // [Public] void ImGui::TableSetupScrollFreeze(int columns, int rows) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); - IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); - IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); - IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit - - table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; - table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; - table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; - table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; - table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b - - // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. - // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) - for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) - { - int order_n = table->DisplayOrderToIndex[column_n]; - if (order_n != column_n && order_n >= table->FreezeColumnsRequest) - { - ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); - ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); - } - } + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } } //----------------------------------------------------------------------------- @@ -1501,35 +1611,36 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) // - TableGetCellBgRect() [Internal] // - TableGetColumnResizeID() [Internal] // - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] // - TableSetBgColor() //----------------------------------------------------------------------------- int ImGui::TableGetColumnCount() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - return table ? table->ColumnsCount : 0; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; } const char* ImGui::TableGetColumnName(int column_n) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return NULL; - if (column_n < 0) - column_n = table->CurrentColumn; - return TableGetColumnName(table, column_n); + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); } const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) { - if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) - return ""; // NameOffset is invalid at this point - const ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->NameOffset == -1) - return ""; - return &table->ColumnsNames.Buf[column->NameOffset]; + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; } // Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) @@ -1540,31 +1651,31 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) // - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - if (!table) - return; - IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above - if (column_n < 0) - column_n = table->CurrentColumn; - IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiTableColumn* column = &table->Columns[column_n]; - column->IsUserEnabledNextFrame = enabled; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; } // We allow querying for an extra column in order to poll the IsHovered state of the right-most section ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return ImGuiTableColumnFlags_None; - if (column_n < 0) - column_n = table->CurrentColumn; - if (column_n == table->ColumnsCount) - return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; - return table->Columns[column_n].Flags; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; } // Return the cell rectangle based on currently known height. @@ -1575,76 +1686,89 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) // FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { - const ImGuiTableColumn* column = &table->Columns[column_n]; - float x1 = column->MinX; - float x2 = column->MaxX; - //if (column->PrevEnabledColumn == -1) - // x1 -= table->OuterPaddingX; - //if (column->NextEnabledColumn == -1) - // x2 += table->OuterPaddingX; - x1 = ImMax(x1, table->WorkRect.Min.x); - x2 = ImMin(x2, table->WorkRect.Max.x); - return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } // Return the resizing ID for the right-side of the given column. -ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) { - IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; - return id; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal } -// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. int ImGui::TableGetHoveredColumn() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return -1; - return (int)table->HoveredColumnBody; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; } void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(target != ImGuiTableBgTarget_None); - - if (color == IM_COL32_DISABLE) - color = 0; - - // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. - switch (target) - { - case ImGuiTableBgTarget_CellBg: - { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard - return; - if (column_n == -1) - column_n = table->CurrentColumn; - if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) - return; - if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) - table->RowCellDataCurrent++; - ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; - cell_data->BgColor = color; - cell_data->Column = (ImGuiTableColumnIdx)column_n; - break; - } - case ImGuiTableBgTarget_RowBg0: - case ImGuiTableBgTarget_RowBg1: - { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard - return; - IM_ASSERT(column_n == -1); - int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; - table->RowBgColor[bg_idx] = color; - break; - } - default: - IM_ASSERT(0); - } + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } } //------------------------------------------------------------------------- @@ -1659,206 +1783,213 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n // [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows int ImGui::TableGetRowIndex() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return 0; - return table->CurrentRow; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; } // [Public] Starts into the first cell of a new row void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - - if (!table->IsLayoutLocked) - TableUpdateLayout(table); - if (table->IsInsideRow) - TableEndRow(table); - - table->LastRowFlags = table->RowFlags; - table->RowFlags = row_flags; - table->RowMinHeight = row_min_height; - TableBeginRow(table); - - // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, - // because that would essentially require a unique clipping rectangle per-cell. - table->RowPosY2 += table->CellPaddingY * 2.0f; - table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); - - // Disable output until user calls TableNextColumn() - table->InnerWindow->SkipItems = true; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; } -// [Internal] Called by TableNextRow() +// [Internal] Only called by TableNextRow() void ImGui::TableBeginRow(ImGuiTable* table) { - ImGuiWindow* window = table->InnerWindow; - IM_ASSERT(!table->IsInsideRow); - - // New row - table->CurrentRow++; - table->CurrentColumn = -1; - table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; - table->RowCellDataCurrent = -1; - table->IsInsideRow = true; - - // Begin frozen rows - float next_y1 = table->RowPosY2; - if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) - next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; - - table->RowPosY1 = table->RowPosY2 = next_y1; - table->RowTextBaseline = 0.0f; - table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent - window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.CursorMaxPos.y = next_y1; - - // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. - if (table->RowFlags & ImGuiTableRowFlags_Headers) - { - TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); - if (table->CurrentRow == 0) - table->IsUsingHeaders = true; - } + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } } // [Internal] Called by TableNextRow() void ImGui::TableEndRow(ImGuiTable* table) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window == table->InnerWindow); - IM_ASSERT(table->IsInsideRow); - - if (table->CurrentColumn != -1) - TableEndCell(table); - - // Logging - if (g.LogEnabled) - LogRenderedText(NULL, "|"); - - // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is - // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. - window->DC.CursorPos.y = table->RowPosY2; - - // Row background fill - const float bg_y1 = table->RowPosY1; - const float bg_y2 = table->RowPosY2; - const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); - const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); - if (table->CurrentRow == 0) - table->LastFirstRowHeight = bg_y2 - bg_y1; - - const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); - if (is_visible) - { - // Decide of background color for the row - ImU32 bg_col0 = 0; - ImU32 bg_col1 = 0; - if (table->RowBgColor[0] != IM_COL32_DISABLE) - bg_col0 = table->RowBgColor[0]; - else if (table->Flags & ImGuiTableFlags_RowBg) - bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); - if (table->RowBgColor[1] != IM_COL32_DISABLE) - bg_col1 = table->RowBgColor[1]; - - // Decide of top border color - ImU32 border_col = 0; - const float border_size = TABLE_BORDER_SIZE; - if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) - if (table->Flags & ImGuiTableFlags_BordersInnerH) - border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; - - const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; - const bool draw_strong_bottom_border = unfreeze_rows_actual; - if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) - { - // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is - // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. - if ((table->Flags & ImGuiTableFlags_NoClip) == 0) - window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); - table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); - } - - // Draw row background - // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle - if (bg_col0 || bg_col1) - { - ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); - row_rect.ClipWith(table->BgClipRect); - if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) - window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); - if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) - window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); - } - - // Draw cell background color - if (draw_cell_bg_color) - { - ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; - for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) - { - // As we render the BG here we need to clip things (for layout we would not) - // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. - const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; - ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); - cell_bg_rect.ClipWith(table->BgClipRect); - cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling - cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); - window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); - } - } - - // Draw top border - if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) - window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); - - // Draw bottom border at the row unfreezing mark (always strong) - if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) - window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); - } - - // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) - // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and - // get the new cursor position. - if (unfreeze_rows_request) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); - } - if (unfreeze_rows_actual) - { - IM_ASSERT(table->IsUnfrozenRows == false); - table->IsUnfrozenRows = true; - - // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); - table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); - table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; - table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; - IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); - - float row_height = table->RowPosY2 - table->RowPosY1; - table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; - table->RowPosY1 = table->RowPosY2 - row_height; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->DrawChannelCurrent = column->DrawChannelUnfrozen; - column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; - } - - // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y - SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); - } - - if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) - table->RowBgColorCounter++; - table->IsInsideRow = false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + table->IsUnfrozenRows = true; + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; } //------------------------------------------------------------------------- @@ -1873,58 +2004,57 @@ void ImGui::TableEndRow(ImGuiTable* table) int ImGui::TableGetColumnIndex() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return 0; - return table->CurrentColumn; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; } // [Public] Append into a specific column bool ImGui::TableSetColumnIndex(int column_n) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return false; - - if (table->CurrentColumn != column_n) - { - if (table->CurrentColumn != -1) - TableEndCell(table); - IM_ASSERT(column_n >= 0 && table->ColumnsCount); - TableBeginCell(table, column_n); - } - - // Return whether the column is visible. User may choose to skip submitting items based on this return value, - // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. - return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; } // [Public] Append into the next column, wrap and create a new row when already on last column bool ImGui::TableNextColumn() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return false; - - if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) - { - if (table->CurrentColumn != -1) - TableEndCell(table); - TableBeginCell(table, table->CurrentColumn + 1); - } - else - { - TableNextRow(); - TableBeginCell(table, 0); - } - - // Return whether the column is visible. User may choose to skip submitting items based on this return value, - // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. - int column_n = table->CurrentColumn; - return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; } @@ -1933,80 +2063,81 @@ bool ImGui::TableNextColumn() // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. void ImGui::TableBeginCell(ImGuiTable* table, int column_n) { - ImGuiTableColumn* column = &table->Columns[column_n]; - ImGuiWindow* window = table->InnerWindow; - table->CurrentColumn = column_n; - - // Start position is roughly ~~ CellRect.Min + CellPadding + Indent - float start_x = column->WorkMinX; - if (column->Flags & ImGuiTableColumnFlags_IndentEnable) - start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. - - window->DC.CursorPos.x = start_x; - window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; - window->DC.CursorMaxPos.x = window->DC.CursorPos.x; - window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT - window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; - window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; - - window->WorkRect.Min.y = window->DC.CursorPos.y; - window->WorkRect.Min.x = column->WorkMinX; - window->WorkRect.Max.x = column->WorkMaxX; - window->DC.ItemWidth = column->ItemWidth; - - // To allow ImGuiListClipper to function we propagate our row height - if (!column->IsEnabled) - window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); - - window->SkipItems = column->IsSkipItems; - if (column->IsSkipItems) - { - ImGuiContext& g = *GImGui; - g.LastItemData.ID = 0; - g.LastItemData.StatusFlags = 0; - } - - 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. - table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); - //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); - } - else - { - // FIXME-TABLE: Could avoid this if draw channel is dummy channel? - SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); - } - - // Logging - ImGuiContext& g = *GImGui; - if (g.LogEnabled && !column->IsSkipItems) - { - LogRenderedText(&window->DC.CursorPos, "|"); - g.LogLinePosY = FLT_MAX; - } + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + 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. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } } // [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() void ImGui::TableEndCell(ImGuiTable* table) { - ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; - ImGuiWindow* window = table->InnerWindow; - - // Report maximum position so we can infer content size per column. - float* p_max_pos_x; - if (table->RowFlags & ImGuiTableRowFlags_Headers) - p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call - else - p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; - *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); - table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); - column->ItemWidth = window->DC.ItemWidth; - - // Propagate text baseline for the entire row - // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. - table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); } //------------------------------------------------------------------------- @@ -2023,185 +2154,185 @@ void ImGui::TableEndCell(ImGuiTable* table) // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) { - const ImGuiTableColumn* column = &table->Columns[column_n]; - float max_width = FLT_MAX; - const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; - if (table->Flags & ImGuiTableFlags_ScrollX) - { - // Frozen columns can't reach beyond visible width else scrolling will naturally break. - // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) - if (column->DisplayOrder < table->FreezeColumnsRequest) - { - max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; - max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; - } - } - else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) - { - // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make - // sure they are all visible. Because of this we also know that all of the columns will always fit in - // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) - // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. - // See "table_width_distrib" and "table_width_keep_visible" tests - max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; - //max_width -= table->CellSpacingX1; - max_width -= table->CellSpacingX2; - max_width -= table->CellPaddingX * 2.0f; - max_width -= table->OuterPaddingX; - } - return max_width; + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; } // Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) { - const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; - const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; - float width_auto = content_width_body; - if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) - width_auto = ImMax(width_auto, content_width_headers); - - // Non-resizable fixed columns preserve their requested width - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) - if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) - width_auto = column->InitStretchWeightOrWidth; - - return ImMax(width_auto, table->MinColumnWidth); + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); } // 'width' = inner column width, without padding void ImGui::TableSetColumnWidth(int column_n, float width) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && table->IsLayoutLocked == false); - IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiTableColumn* column_0 = &table->Columns[column_n]; - float column_0_width = width; - - // Apply constraints early - // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) - IM_ASSERT(table->MinColumnWidth > 0.0f); - const float min_width = table->MinColumnWidth; - const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); - column_0_width = ImClamp(column_0_width, min_width, max_width); - if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) - return; - - //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); - ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; - - // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. - // - All fixed: easy. - // - All stretch: easy. - // - One or more fixed + one stretch: easy. - // - One or more fixed + more than one stretch: tricky. - // Qt when manual resize is enabled only support a single _trailing_ stretch column. - - // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. - // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. - // Scenarios: - // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. - // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. - // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. - // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) - // - W1 W2 W3 resize from W1| or W2| --> ok - // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) - // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) - // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) - // - W1 W2 F3 resize from W1| or W2| --> ok - // - W1 F2 W3 resize from W1| or F2| --> ok - // - F1 W2 F3 resize from W2| --> ok - // - F1 W3 F2 resize from W3| --> ok - // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. - // - W1 F2 F3 resize from F2| --> ok - // All resizes from a Wx columns are locking other columns. - - // Possible improvements: - // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. - // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. - - // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). - - // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. - // This is the preferred resize path - if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) - if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) - { - column_0->WidthRequest = column_0_width; - table->IsSettingsDirty = true; - return; - } - - // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) - if (column_1 == NULL) - column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; - if (column_1 == NULL) - return; - - // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. - // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) - float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); - column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; - IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); - column_0->WidthRequest = column_0_width; - column_1->WidthRequest = column_1_width; - if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) - TableUpdateColumnsWeightFromWidth(table); - table->IsSettingsDirty = true; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; } // Disable clipping then auto-fit, will take 2 frames // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) { - // Single auto width uses auto-fit - ImGuiTableColumn* column = &table->Columns[column_n]; - if (!column->IsEnabled) - return; - column->CannotSkipItemsQueue = (1 << 0); - table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; } void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) { - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column - continue; - column->CannotSkipItemsQueue = (1 << 0); - column->AutoFitQueue = (1 << 1); - } + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } } void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) { - IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); - - // Measure existing quantity - float visible_weight = 0.0f; - float visible_width = 0.0f; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) - continue; - IM_ASSERT(column->StretchWeight > 0.0f); - visible_weight += column->StretchWeight; - visible_width += column->WidthRequest; - } - IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); - - // Apply new weights - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) - continue; - column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; - IM_ASSERT(column->StretchWeight > 0.0f); - } + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } } //------------------------------------------------------------------------- @@ -2211,6 +2342,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TablePopBackgroundChannel() [Internal] // - TableSetupDrawChannels() [Internal] // - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- @@ -2218,26 +2350,26 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiTable* table = g.CurrentTable; - - // Optimization: avoid SetCurrentChannel() + PushClipRect() - table->HostBackupInnerClipRect = window->ClipRect; - SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); - table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); } 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, column->DrawChannelCurrent); + 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, column->DrawChannelCurrent); } // Allocate draw channels. Called by TableUpdateLayout() @@ -2258,41 +2390,41 @@ void ImGui::TablePopBackgroundChannel() // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableSetupDrawChannels(ImGuiTable* table) { - const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; - const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; - const int channels_for_bg = 1 + 1 * freeze_row_multiplier; - const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; - const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; - table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); - table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); - table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; - table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); - - int draw_channel_current = 2; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->IsVisibleX && column->IsVisibleY) - { - column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); - column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); - if (!(table->Flags & ImGuiTableFlags_NoClip)) - draw_channel_current++; - } - else - { - column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; - } - column->DrawChannelCurrent = column->DrawChannelFrozen; - } - - // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. - // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. - // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) - table->BgClipRect = table->InnerClipRect; - table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; - table->Bg2ClipRectForDrawCmd = table->HostClipRect; - IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); } // This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). @@ -2326,264 +2458,269 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) // This function is particularly tricky to understand.. take a breath. void ImGui::TableMergeDrawChannels(ImGuiTable* table) { - ImGuiContext& g = *GImGui; - ImDrawListSplitter* splitter = table->DrawSplitter; - const bool has_freeze_v = (table->FreezeRowsCount > 0); - const bool has_freeze_h = (table->FreezeColumnsCount > 0); - IM_ASSERT(splitter->_Current == 0); - - // Track which groups we are going to attempt to merge, and which channels goes into each group. - struct MergeGroup - { - ImRect ClipRect; - int ChannelsCount; - ImBitArray ChannelsMask; - - MergeGroup() { ChannelsCount = 0; } - }; - int merge_group_mask = 0x00; - MergeGroup merge_groups[4]; - - // 1. Scan channels and take note of those which can be merged - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) - continue; - ImGuiTableColumn* column = &table->Columns[column_n]; - - const int merge_group_sub_count = has_freeze_v ? 2 : 1; - for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) - { - const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; - - // Don't attempt to merge if there are multiple draw calls within the column - ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; - if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd() - src_channel->_CmdBuffer.pop_back(); - if (src_channel->_CmdBuffer.Size != 1) - continue; - - // Find out the width of this merge group and check if it will fit in our column - // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) - if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) - { - float content_max_x; - if (!has_freeze_v) - content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze - else if (merge_group_sub_n == 0) - content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze - else - content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze - if (content_max_x > column->ClipRect.Max.x) - continue; - } - - const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); - IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); - MergeGroup* merge_group = &merge_groups[merge_group_n]; - if (merge_group->ChannelsCount == 0) - merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); - merge_group->ChannelsMask.SetBit(channel_no); - merge_group->ChannelsCount++; - merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); - merge_group_mask |= (1 << merge_group_n); - } - - // Invalidate current draw channel - // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) - column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; - } - - // [DEBUG] Display merge groups + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups #if 0 - if (g.IO.KeyShift) - for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) - { - MergeGroup* merge_group = &merge_groups[merge_group_n]; - if (merge_group->ChannelsCount == 0) - continue; - char buf[32]; - ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); - ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); - ImVec2 text_size = CalcTextSize(buf, NULL); - GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); - GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); - GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); - } + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } #endif - // 2. Rewrite channel list in our preferred order - if (merge_group_mask != 0) - { - // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). - const int LEADING_DRAW_CHANNELS = 2; - g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized - ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; - ImBitArray remaining_mask; // We need 132-bit of storage - remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); - remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); - IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); - int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); - //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; - ImRect host_rect = table->HostClipRect; - for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) - { - if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) - { - MergeGroup* merge_group = &merge_groups[merge_group_n]; - ImRect merge_clip_rect = merge_group->ClipRect; - - // Extend outer-most clip limits to match those of host, so draw calls can be merged even if - // outer-most columns have some outer padding offsetting them from their parent ClipRect. - // The principal cases this is dealing with are: - // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge - // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge - // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit - // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. - if ((merge_group_n & 1) == 0 || !has_freeze_h) - merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); - if ((merge_group_n & 2) == 0 || !has_freeze_v) - merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); - if ((merge_group_n & 1) != 0) - merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); - if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) - merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); -#if 0 - GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); - GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); - GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); -#endif - remaining_count -= merge_group->ChannelsCount; - for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) - remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; - for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) - { - // Copy + overwrite new clip rect - if (!merge_group->ChannelsMask.TestBit(n)) - continue; - merge_group->ChannelsMask.ClearBit(n); - merge_channels_count--; - - ImDrawChannel* channel = &splitter->_Channels[n]; - IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); - channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); - memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); - } - } - - // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) - if (merge_group_n == 1 && has_freeze_v) - memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); - } - - // Append unmergeable channels that we didn't reorder at the end of the list - for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) - { - if (!remaining_mask.TestBit(n)) - continue; - ImDrawChannel* channel = &splitter->_Channels[n]; - memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); - remaining_count--; - } - IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); - memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); - } + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; } // FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) void ImGui::TableDrawBorders(ImGuiTable* table) { - ImGuiWindow* inner_window = table->InnerWindow; - if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) - return; - - ImDrawList* inner_drawlist = inner_window->DrawList; - table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); - inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); - - // Draw inner border and resizing feedback - const float border_size = TABLE_BORDER_SIZE; - const float draw_y1 = table->InnerRect.Min.y; - const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; - if (table->Flags & ImGuiTableFlags_BordersInnerV) - { - for (int order_n = 0; order_n < table->ColumnsCount; order_n++) - { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) - continue; - - const int column_n = table->DisplayOrderToIndex[order_n]; - ImGuiTableColumn* column = &table->Columns[column_n]; - const bool is_hovered = (table->HoveredColumnBorder == column_n); - const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); - const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; - const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); - if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) - continue; - - // Decide whether right-most column is visible - if (column->NextEnabledColumn == -1 && !is_resizable) - if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) - continue; - if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. - continue; - - // Draw in outer window so right-most column won't be clipped - // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. - ImU32 col; - float draw_y2; - if (is_hovered || is_resized || is_frozen_separator) - { - draw_y2 = draw_y2_body; - col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; - } - else - { - draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; - col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; - } - - if (draw_y2 > draw_y1) - inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); - } - } - - // Draw outer border - // FIXME: could use AddRect or explicit VLine/HLine helper? - if (table->Flags & ImGuiTableFlags_BordersOuter) - { - // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call - // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their - // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part - // of it in inner window, and the part that's over scrollbars in the outer window..) - // Either solution currently won't allow us to use a larger border size: the border would clipped. - const ImRect outer_border = table->OuterRect; - const ImU32 outer_col = table->BorderColorStrong; - if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) - { - inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); - } - else if (table->Flags & ImGuiTableFlags_BordersOuterV) - { - inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); - inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); - } - else if (table->Flags & ImGuiTableFlags_BordersOuterH) - { - inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); - inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); - } - } - if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) - { - // Draw bottom-most row border - const float border_y = table->RowPosY2; - if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) - inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); - } - - inner_drawlist->PopClipRect(); + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); } //------------------------------------------------------------------------- @@ -2598,40 +2735,40 @@ void ImGui::TableDrawBorders(ImGuiTable* table) //------------------------------------------------------------------------- // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) -// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since -// last call, or the first time. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - - if (!(table->Flags & ImGuiTableFlags_Sortable)) - return NULL; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); - // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. - if (!table->IsLayoutLocked) - TableUpdateLayout(table); + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; - TableSortSpecsBuild(table); + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); - return &table->SortSpecs; + TableSortSpecsBuild(table); + return &table->SortSpecs; } static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) { - IM_ASSERT(n < column->SortDirectionsAvailCount); - return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; } // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) { - if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) - return; - column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); - table->IsSortSpecsDirty = true; + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; } // Calculate next sort direction that would be set after clicking the column @@ -2640,146 +2777,146 @@ void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* col IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) { - IM_ASSERT(column->SortDirectionsAvailCount > 0); - if (column->SortOrder == -1) - return TableGetColumnAvailSortDirection(column, 0); - for (int n = 0; n < 3; n++) - if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) - return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); - IM_ASSERT(0); - return ImGuiSortDirection_None; + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; } // Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - - if (!(table->Flags & ImGuiTableFlags_SortMulti)) - append_to_sort_specs = false; - if (!(table->Flags & ImGuiTableFlags_SortTristate)) - IM_ASSERT(sort_direction != ImGuiSortDirection_None); - - ImGuiTableColumnIdx sort_order_max = 0; - if (append_to_sort_specs) - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) - sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); - - ImGuiTableColumn* column = &table->Columns[column_n]; - column->SortDirection = (ImU8)sort_direction; - if (column->SortDirection == ImGuiSortDirection_None) - column->SortOrder = -1; - else if (column->SortOrder == -1 || !append_to_sort_specs) - column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; - - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) - { - ImGuiTableColumn* other_column = &table->Columns[other_column_n]; - if (other_column != column && !append_to_sort_specs) - other_column->SortOrder = -1; - TableFixColumnSortDirection(table, other_column); - } - table->IsSettingsDirty = true; - table->IsSortSpecsDirty = true; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; } void ImGui::TableSortSpecsSanitize(ImGuiTable* table) { - IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); - - // Clear SortOrder from hidden column and verify that there's no gap or duplicate. - int sort_order_count = 0; - ImU64 sort_order_mask = 0x00; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder != -1 && !column->IsEnabled) - column->SortOrder = -1; - if (column->SortOrder == -1) - continue; - sort_order_count++; - sort_order_mask |= ((ImU64)1 << column->SortOrder); - IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); - } - - const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); - const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); - if (need_fix_linearize || need_fix_single_sort_order) - { - ImU64 fixed_mask = 0x00; - for (int sort_n = 0; sort_n < sort_order_count; sort_n++) - { - // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. - // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) - int column_with_smallest_sort_order = -1; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) - if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) - column_with_smallest_sort_order = column_n; - IM_ASSERT(column_with_smallest_sort_order != -1); - fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); - table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; - - // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. - if (need_fix_single_sort_order) - { - sort_order_count = 1; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if (column_n != column_with_smallest_sort_order) - table->Columns[column_n].SortOrder = -1; - break; - } - } - } - - // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) - if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) - { - sort_order_count = 1; - column->SortOrder = 0; - column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); - break; - } - } - - table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; } void ImGui::TableSortSpecsBuild(ImGuiTable* table) { - bool dirty = table->IsSortSpecsDirty; - if (dirty) - { - TableSortSpecsSanitize(table); - table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us - } - - // Write output - ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; - if (dirty && sort_specs != NULL) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder == -1) - continue; - IM_ASSERT(column->SortOrder < table->SortSpecsCount); - ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; - sort_spec->ColumnUserID = column->UserID; - sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; - sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; - sort_spec->SortDirection = column->SortDirection; - } - - table->SortSpecs.Specs = sort_specs; - table->SortSpecs.SpecsCount = table->SortSpecsCount; + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; } //------------------------------------------------------------------------- @@ -2788,24 +2925,36 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // - TableGetHeaderRowHeight() [Internal] // - TableHeadersRow() // - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] //------------------------------------------------------------------------- float ImGui::TableGetHeaderRowHeight() { - // Caring for a minor edge case: - // Calculate row height, for the unlikely case that some labels may be taller than others. - // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. - // In your custom header row you may omit this all together and just call TableNextRow() without a height... - float row_height = GetTextLineHeight(); - int columns_count = TableGetColumnCount(); - for (int column_n = 0; column_n < columns_count; column_n++) - { - ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); - if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) - row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); - } - row_height += GetStyle().CellPadding.y * 2.0f; - return row_height; + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.x * 2.0f; } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). @@ -2816,41 +2965,40 @@ float ImGui::TableGetHeaderRowHeight() // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); - - // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) - if (!table->IsLayoutLocked) - TableUpdateLayout(table); - - // Open row - const float row_y1 = GetCursorScreenPos().y; - const float row_height = TableGetHeaderRowHeight(); - TableNextRow(ImGuiTableRowFlags_Headers, row_height); - if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. - return; - - const int columns_count = TableGetColumnCount(); - for (int column_n = 0; column_n < columns_count; column_n++) - { - if (!TableSetColumnIndex(column_n)) - continue; - - // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide - // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. - const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); - PushID(table->InstanceCurrent * table->ColumnsCount + column_n); - TableHeader(name); - PopID(); - } - - // Allow opening popup from the right-most section after the last column. - ImVec2 mouse_pos = ImGui::GetMousePos(); - if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) - if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) - TableOpenContextMenu(-1); // Will open a non-column-specific popup. + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) + // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) @@ -2858,259 +3006,392 @@ void ImGui::TableHeadersRow() // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() void ImGui::TableHeader(const char* label) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); - IM_ASSERT(table->CurrentColumn != -1); - const int column_n = table->CurrentColumn; - ImGuiTableColumn* column = &table->Columns[column_n]; - - // Label - if (label == NULL) - label = ""; - const char* label_end = FindRenderedTextEnd(label); - ImVec2 label_size = CalcTextSize(label, label_end, true); - ImVec2 label_pos = window->DC.CursorPos; - - // If we already got a row height, there's use that. - // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? - ImRect cell_r = TableGetCellBgRect(table, column_n); - float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); - - // Calculate ideal size for sort order arrow - float w_arrow = 0.0f; - float w_sort_text = 0.0f; - char sort_order_suf[4] = ""; - const float ARROW_SCALE = 0.65f; - if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) - { - w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); - if (column->SortOrder > 0) - { - ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); - w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; - } - } - - // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. - float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; - column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); - column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); - - // Keep header highlighted when context menu is open. - const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); - ImGuiID id = window->GetID(label); - ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); - ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal - if (!ItemAdd(bb, id)) - return; - - //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] - //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] - - // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); - if (g.ActiveId != id) - SetItemAllowOverlap(); - if (held || hovered || selected) - { - const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); - TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); - } - else - { - // Submit single cell bg color in the case we didn't submit a full header row - if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) - TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); - } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); - if (held) - table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; - window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; - - // Drag and drop to re-order columns. - // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. - if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) - { - // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x - table->ReorderColumn = (ImGuiTableColumnIdx)column_n; - table->InstanceInteracted = table->InstanceCurrent; - - // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. - if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) - if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) - if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) - table->ReorderColumnDir = -1; - if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) - if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) - if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) - table->ReorderColumnDir = +1; - } - - // Sort order arrow - const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; - if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) - { - if (column->SortOrder != -1) - { - float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); - float y = label_pos.y; - if (column->SortOrder > 0) - { - PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); - RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); - PopStyleColor(); - x += w_sort_text; - } - RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); - } - - // Handle clicking on column header to adjust Sort Order - if (pressed && table->ReorderColumn != column_n) - { - ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); - TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); - } - } - - // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will - // be merged into a single draw call. - //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); - RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); - - const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); - if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) - SetTooltip("%.*s", (int)(label_end - label), label); - - // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden - if (IsMouseReleased(1) && IsItemHovered()) - TableOpenContextMenu(column_n); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f); +} + +void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize; + const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y); + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height); + const ImGuiID row_id = GetID("##AngledHeaders"); + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + float max_x = 0.0f; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); + if (column_n == highlight_column_n) + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover + //draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f); + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset) + // FIXME: May be worth tidying up all those operations to make them easier to understand. + const char* label_name = TableGetColumnName(table, column_n); + const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY); + ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY)); + ImVec2 label_size = CalcTextSize(label_name, NULL, true); + ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size); + //if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); } + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Rotate and offset label + ImVec2 pivot_in = label_r.GetBL(); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f)); + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); } //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //------------------------------------------------------------------------- // - TableOpenContextMenu() [Internal] -// - TableDrawContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] //------------------------------------------------------------------------- // Use -1 to open menu not specific to a given column. void ImGui::TableOpenContextMenu(int column_n) { - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) - column_n = table->CurrentColumn; - if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() - column_n = -1; - IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); - if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) - { - table->IsContextPopupOpen = true; - table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; - table->InstanceInteracted = table->InstanceCurrent; - const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); - } + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; } // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? -void ImGui::TableDrawContextMenu(ImGuiTable* table) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - bool want_separator = false; - const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; - ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; - - // Sizing - if (table->Flags & ImGuiTableFlags_Resizable) - { - if (column != NULL) - { - const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; - if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) - TableSetColumnWidthAutoSingle(table, column_n); - } - - const char* size_all_desc; - if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) - size_all_desc = "Size all columns to fit###SizeAll"; // All fixed - else - size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed - if (MenuItem(size_all_desc, NULL)) - TableSetColumnWidthAutoAll(table); - want_separator = true; - } - - // Ordering - if (table->Flags & ImGuiTableFlags_Reorderable) - { - if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) - table->IsResetDisplayOrderRequest = true; - want_separator = true; - } - - // Reset all (should work but seems unnecessary/noisy to expose?) - //if (MenuItem("Reset all")) - // table->IsResetAllRequest = true; - - // Sorting - // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 - if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) - { - if (want_separator) - Separator(); - want_separator = true; - - bool append_to_sort_specs = g.IO.KeyShift; - if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) - TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); - if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) - TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); - } + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } #endif - // Hiding / Visibility - if (table->Flags & ImGuiTableFlags_Hideable) - { - if (want_separator) - Separator(); - want_separator = true; - - PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) - { - ImGuiTableColumn* other_column = &table->Columns[other_column_n]; - if (other_column->Flags & ImGuiTableColumnFlags_Disabled) - continue; - - const char* name = TableGetColumnName(table, other_column_n); - if (name == NULL || name[0] == 0) - name = ""; - - // Make sure we can't hide the last active column - bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; - if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) - menu_item_active = false; - if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) - other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; - } - PopItemFlag(); - } + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } } //------------------------------------------------------------------------- @@ -3142,303 +3423,302 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // Clear and initialize empty settings instance static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) { - IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); - ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); - for (int n = 0; n < columns_count_max; n++, settings_column++) - IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); - settings->ID = id; - settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; - settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; - settings->WantApply = true; + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; } static size_t TableSettingsCalcChunkSize(int columns_count) { - return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); } ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) { - ImGuiContext& g = *GImGui; - ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); - TableSettingsInit(settings, id, columns_count, columns_count); - return settings; + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; } // Find existing settings ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) { - // FIXME-OPT: Might want to store a lookup map for this? - ImGuiContext& g = *GImGui; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - if (settings->ID == id) - return settings; - return NULL; + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; } // Get settings for a given table, NULL if none ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) { - if (table->SettingsOffset != -1) - { - ImGuiContext& g = *GImGui; - ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); - IM_ASSERT(settings->ID == table->ID); - if (settings->ColumnsCountMax >= table->ColumnsCount) - return settings; // OK - settings->ID = 0; // Invalidate storage, we won't fit because of a count change - } - return NULL; + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; } // Restore initial state of table (with or without saved settings) void ImGui::TableResetSettings(ImGuiTable* table) { - table->IsInitializing = table->IsSettingsDirty = true; - table->IsResetAllRequest = false; - table->IsSettingsRequestLoad = false; // Don't reload from ini - table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative } void ImGui::TableSaveSettings(ImGuiTable* table) { - table->IsSettingsDirty = false; - if (table->Flags & ImGuiTableFlags_NoSavedSettings) - return; - - // Bind or create settings data - ImGuiContext& g = *GImGui; - ImGuiTableSettings* settings = TableGetBoundSettings(table); - if (settings == NULL) - { - settings = TableSettingsCreate(table->ID, table->ColumnsCount); - table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); - } - settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; - - // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings - IM_ASSERT(settings->ID == table->ID); - IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); - ImGuiTableColumn* column = table->Columns.Data; - ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); - - bool save_ref_scale = false; - settings->SaveFlags = ImGuiTableFlags_None; - for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) - { - const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; - column_settings->WidthOrWeight = width_or_weight; - column_settings->Index = (ImGuiTableColumnIdx)n; - column_settings->DisplayOrder = column->DisplayOrder; - column_settings->SortOrder = column->SortOrder; - column_settings->SortDirection = column->SortDirection; - column_settings->IsEnabled = column->IsUserEnabled; - column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; - if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) - save_ref_scale = true; - - // We skip saving some data in the .ini file when they are unnecessary to restore our state. - // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. - // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. - if (width_or_weight != column->InitStretchWeightOrWidth) - settings->SaveFlags |= ImGuiTableFlags_Resizable; - if (column->DisplayOrder != n) - settings->SaveFlags |= ImGuiTableFlags_Reorderable; - if (column->SortOrder != -1) - settings->SaveFlags |= ImGuiTableFlags_Sortable; - if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) - settings->SaveFlags |= ImGuiTableFlags_Hideable; - } - settings->SaveFlags &= table->Flags; - settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; - - MarkIniSettingsDirty(); + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); } void ImGui::TableLoadSettings(ImGuiTable* table) { - ImGuiContext& g = *GImGui; - table->IsSettingsRequestLoad = false; - if (table->Flags & ImGuiTableFlags_NoSavedSettings) - return; - - // Bind settings - ImGuiTableSettings* settings; - if (table->SettingsOffset == -1) - { - settings = TableSettingsFindByID(table->ID); - if (settings == NULL) - return; - if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... - table->IsSettingsDirty = true; - table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); - } - else - { - settings = TableGetBoundSettings(table); - } - - table->SettingsLoadedFlags = settings->SaveFlags; - table->RefScale = settings->RefScale; - - // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn - ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); - ImU64 display_order_mask = 0; - for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) - { - int column_n = column_settings->Index; - if (column_n < 0 || column_n >= table->ColumnsCount) - continue; - - ImGuiTableColumn* column = &table->Columns[column_n]; - if (settings->SaveFlags & ImGuiTableFlags_Resizable) - { - if (column_settings->IsStretch) - column->StretchWeight = column_settings->WidthOrWeight; - else - column->WidthRequest = column_settings->WidthOrWeight; - column->AutoFitQueue = 0x00; - } - if (settings->SaveFlags & ImGuiTableFlags_Reorderable) - column->DisplayOrder = column_settings->DisplayOrder; - else - column->DisplayOrder = (ImGuiTableColumnIdx)column_n; - display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; - column->SortOrder = column_settings->SortOrder; - column->SortDirection = column_settings->SortDirection; - } - - // Validate and fix invalid display order data - const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; - if (display_order_mask != expected_display_order_mask) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; - - // Rebuild index - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; } static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetMapSize(); i++) - if (ImGuiTable* table = g.Tables.TryGetMapData(i)) - table->SettingsOffset = -1; - g.SettingsTables.clear(); + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); } // Apply to existing windows (if any) static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetMapSize(); i++) - if (ImGuiTable* table = g.Tables.TryGetMapData(i)) - { - table->IsSettingsRequestLoad = true; - table->SettingsOffset = -1; - } + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiID id = 0; - int columns_count = 0; - if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) - return NULL; - - if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) - { - if (settings->ColumnsCountMax >= columns_count) - { - TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle - return settings; - } - settings->ID = 0; // Invalidate storage, we won't fit because of a count change - } - return ImGui::TableSettingsCreate(id, columns_count); + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); } static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" - ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; - float f = 0.0f; - int column_n = 0, r = 0, n = 0; - - if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } - - if (sscanf(line, "Column %d%n", &column_n, &r) == 1) - { - if (column_n < 0 || column_n >= settings->ColumnsCount) - return; - line = ImStrSkipBlank(line + r); - char c = 0; - ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; - column->Index = (ImGuiTableColumnIdx)column_n; - if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } - if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } - if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } - if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } - if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } - if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } - } + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } } static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { - ImGuiContext& g = *ctx; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - { - if (settings->ID == 0) // Skip ditched settings - continue; - - // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped - // (e.g. Order was unchanged) - const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; - const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; - const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; - const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; - if (!save_size && !save_visible && !save_order && !save_sort) - continue; - - buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve - buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); - if (settings->RefScale != 0.0f) - buf->appendf("RefScale=%g\n", settings->RefScale); - ImGuiTableColumnSettings* column = settings->GetColumnSettings(); - for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) - { - // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" - bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); - if (!save_column) - continue; - buf->appendf("Column %-2d", column_n); - if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); - if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); - if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); - if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); - if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); - if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); - buf->append("\n"); - } - buf->append("\n"); - } -} - -void ImGui::TableSettingsInstallHandler(ImGuiContext* context) -{ - ImGuiContext& g = *context; - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Table"; - ini_handler.TypeHash = ImHashStr("Table"); - ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; - ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; - ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; - ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); } //------------------------------------------------------------------------- @@ -3452,53 +3732,53 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); - ImGuiContext& g = *GImGui; - int table_idx = g.Tables.GetIndex(table); - //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); - //memset(table, 0, sizeof(ImGuiTable)); - g.Tables.Remove(table->ID, table); - g.TablesLastTimeActive[table_idx] = -1.0f; + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; } // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); - ImGuiContext& g = *GImGui; - IM_ASSERT(table->MemoryCompacted == false); - table->SortSpecs.Specs = NULL; - table->SortSpecsMulti.clear(); - table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort - table->ColumnsNames.clear(); - table->MemoryCompacted = true; - for (int n = 0; n < table->ColumnsCount; n++) - table->Columns[n].NameOffset = -1; - g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) { - temp_data->DrawSplitter.ClearFreeMemory(); - temp_data->LastTimeActive = -1.0f; + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; } // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { - ImGuiContext& g = *GImGui; - int required_memory = 0; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - if (settings->ID != 0) - required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); - if (required_memory == g.SettingsTables.Buf.Size) - return; - ImChunkStream new_chunk_stream; - new_chunk_stream.Buf.reserve(required_memory); - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - if (settings->ID != 0) - memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); - g.SettingsTables.swap(new_chunk_stream); + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); } @@ -3508,99 +3788,103 @@ void ImGui::TableGcCompactSettings() // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { - sizing_policy &= ImGuiTableFlags_SizingMask_; - if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } - if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } - if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } - if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } - return "N/A"; + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; } void ImGui::DebugNodeTable(ImGuiTable* table) { - char buf[512]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. - ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(table, "%s", buf); - if (!is_active) { PopStyleColor(); } - if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); - if (IsItemVisible() && table->HoveredColumnBody != -1) - GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); - if (!open) - return; - bool clear_settings = SmallButton("Clear settings"); - BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); - BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); - BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); - BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); - BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); - //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); - float sum_weights = 0.0f; - for (int n = 0; n < table->ColumnsCount; n++) - if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) - sum_weights += table->Columns[n].StretchWeight; - for (int n = 0; n < table->ColumnsCount; n++) - { - ImGuiTableColumn* column = &table->Columns[n]; - const char* name = TableGetColumnName(table, n); - ImFormatString(buf, IM_ARRAYSIZE(buf), - "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" - "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" - "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" - "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" - "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" - "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", - n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", - column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, - column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, - column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, - column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, - column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, - (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", - (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", - (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); - Bullet(); - Selectable(buf); - if (IsItemHovered()) - { - ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); - GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); - } - } - if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) - DebugNodeTableSettings(settings); - if (clear_settings) - table->IsResetAllRequest = true; - TreePop(); + const bool is_active = (table->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); } void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) { - if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) - return; - BulletText("SaveFlags: 0x%08X", settings->SaveFlags); - BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); - for (int n = 0; n < settings->ColumnsCount; n++) - { - ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; - ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; - BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", - n, column_settings->DisplayOrder, column_settings->SortOrder, - (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", - column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); - } - TreePop(); + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); } -#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} @@ -3638,415 +3922,418 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} // the subsequent single call to SetCurrentChannel() does it things once. void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) { - ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); - window->ClipRect = clip_rect; - window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; - window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; } int ImGui::GetColumnIndex() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; } int ImGui::GetColumnsCount() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; } float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) { - return offset_norm * (columns->OffMaxX - columns->OffMinX); + return offset_norm * (columns->OffMaxX - columns->OffMinX); } float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) { - return offset / (columns->OffMaxX - columns->OffMinX); + return offset / (columns->OffMaxX - columns->OffMinX); } static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) { - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; } float ImGui::GetColumnOffset(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return 0.0f; - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); - return x_offset; + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; } static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) { - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); } float ImGui::GetColumnWidth(int column_index) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return GetContentRegionAvail().x; - - if (column_index < 0) - column_index = columns->Current; - return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); } void ImGui::SetColumnOffset(int column_index, float offset) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiOldColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); - const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); } void ImGui::SetColumnWidth(int column_index, float width) { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); } void ImGui::PushColumnClipRect(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; - ImGuiOldColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); } // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) void ImGui::PushColumnsBackground() { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid SetCurrentChannel() + PushClipRect() - columns->HostBackupClipRect = window->ClipRect; - SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, 0); + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); } void ImGui::PopColumnsBackground() { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid PopClipRect() + SetCurrentChannel() - SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); } ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) { - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiOldColumns()); - ImGuiOldColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; } ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = GetCurrentWindow(); - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); - return id; + return id; } void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - // Acquire storage for the columns set - ImGuiID id = GetColumnsID(str_id, columns_count); - ImGuiOldColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostInitialClipRect = window->ClipRect; - columns->HostBackupParentWorkRect = window->ParentWorkRect; - window->ParentWorkRect = window->WorkRect; - - // Set state for first column - // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect - const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); - const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); - const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; - columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize default widths - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiOldColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiOldColumnData* column = &columns->Columns[n]; - float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); - float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWithFull(window->ClipRect); - } - - if (columns->Count > 1) - { - columns->Splitter.Split(window->DrawList, 1 + columns->Count); - columns->Splitter.SetCurrentChannel(window->DrawList, 1); - PushColumnClipRect(0); - } - - // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; } void ImGui::NextColumn() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - - ImGuiContext& g = *GImGui; - ImGuiOldColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - // Next column - if (++columns->Current == columns->Count) - columns->Current = 0; - - PopItemWidth(); - - // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() - // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), - ImGuiOldColumnData* column = &columns->Columns[columns->Current]; - SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); - - const float column_padding = g.Style.ItemSpacing.x; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (columns->Current > 0) - { - // Columns 1+ ignore IndentX (by canceling it out) - // FIXME-COLUMNS: Unnecessary, could be locked? - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; - } - else - { - // New row/line: column 0 honor IndentX. - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = 0.0f; - - // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::EndColumns() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiOldColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - columns->Splitter.Merge(window->DrawList); - } - - const ImGuiOldColumnFlags flags = columns->Flags; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy - bool is_being_resized = false; - if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiOldColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; - const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test - continue; - - bool hovered = false, held = false; - if (!(flags & ImGuiOldColumnFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->WorkRect = window->ParentWorkRect; - window->ParentWorkRect = columns->HostBackupParentWorkRect; - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); } void ImGui::Columns(int columns_count, const char* id, bool border) { - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); - ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); - //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiOldColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; + ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; - if (columns != NULL) - EndColumns(); + if (columns != NULL) + EndColumns(); - if (columns_count != 1) - BeginColumns(id, columns_count, flags); + if (columns_count != 1) + BeginColumns(id, columns_count, flags); } //------------------------------------------------------------------------- diff --git a/Volt/Volt/vendor/imgui/imgui_widgets.cpp b/Volt/Volt/vendor/imgui/imgui_widgets.cpp index ebebae23f..f823aaaa9 100644 --- a/Volt/Volt/vendor/imgui/imgui_widgets.cpp +++ b/Volt/Volt/vendor/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 +// dear imgui, v1.90.1 WIP // (widgets code) /* @@ -18,6 +18,8 @@ Index of this file: // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. // [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Multi-Select support // [SECTION] Widgets: ListBox // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers @@ -32,21 +34,16 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#include // toupper -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif //------------------------------------------------------------------------- // Warnings @@ -82,6 +79,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif //------------------------------------------------------------------------- @@ -93,10 +91,10 @@ static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. // Those MIN/MAX values are not define because we need to point to them -static const signed char IM_S8_MIN = -128; -static const signed char IM_S8_MAX = 127; -static const unsigned char IM_U8_MIN = 0; -static const unsigned char IM_U8_MAX = 0xFF; +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; static const signed short IM_S16_MIN = -32768; static const signed short IM_S16_MAX = 32767; static const unsigned short IM_U16_MIN = 0; @@ -124,9 +122,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -149,265 +147,256 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ImGuiContext& g = *GImGui; - - // Accept null ranges - if (text == text_end) - text = text_end = ""; - - // Calculate length - const char* text_begin = text; - if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT - - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - const float wrap_pos_x = window->DC.TextWrapPos; - const bool wrap_enabled = (wrap_pos_x >= 0.0f); - if (text_end - text > 2000 && !wrap_enabled) - { - // Long text! - // Perform manual coarse clipping to optimize for long multi-line text - // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. - // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. - // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. - const char* line = text; - const float line_height = GetTextLineHeight(); - ImVec2 text_size(0, 0); - - // Lines to skip (can't skip when logging text) - ImVec2 pos = text_pos; - if (!g.LogEnabled) - { - int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); - if (lines_skippable > 0) - { - int lines_skipped = 0; - while (line < text_end && lines_skipped < lines_skippable) - { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) - text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - } - - // Lines to render - if (line < text_end) - { - ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); - while (line < text_end) - { - if (IsClippedEx(line_rect, 0)) - break; - - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); - RenderText(pos, line, line_end, false); - line = line_end + 1; - line_rect.Min.y += line_height; - line_rect.Max.y += line_height; - pos.y += line_height; - } - - // Count remaining lines - int lines_skipped = 0; - while (line < text_end) - { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) - text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - text_size.y = (pos - text_pos).y; - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - ItemAdd(bb, 0); - } - else - { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - if (!ItemAdd(bb, 0)) - return; - - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); - } + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } } void ImGui::TextUnformatted(const char* text, const char* text_end) { - TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::Text(const char* fmt, ...) { - va_list args; - va_start(args, fmt); - TextV(fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); } void ImGui::TextV(const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // FIXME-OPT: Handle the %s shortcut? - ImGuiContext& g = *GImGui; - const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - TextColoredV(col, fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); } void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { - PushStyleColor(ImGuiCol_Text, col); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); - PopStyleColor(); + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); } void ImGui::TextDisabled(const char* fmt, ...) { - va_list args; - va_start(args, fmt); - TextDisabledV(fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); } void ImGui::TextDisabledV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); - PopStyleColor(); + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); } void ImGui::TextWrapped(const char* fmt, ...) { - va_list args; - va_start(args, fmt); - TextWrappedV(fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); } void ImGui::TextWrappedV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set - if (need_backup) - PushTextWrapPos(0.0f); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); - if (need_backup) - PopTextWrapPos(); + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); } void ImGui::LabelText(const char* label, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - LabelTextV(label, fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); } // Add a label+text combo aligned to other label+value widgets void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const float w = CalcItemWidth(); + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); - const ImVec2 label_size = CalcTextSize(label, NULL, true); + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImVec2 pos = window->DC.CursorPos; - const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0)) - return; + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; - // Render - RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); - if (label_size.x > 0.0f) - RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } void ImGui::BulletText(const char* fmt, ...) { - va_list args; - va_start(args, fmt); - BulletTextV(fmt, args); - va_end(args); + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); } // Text with a little bullet aligned to the typical tree node. void ImGui::BulletTextV(const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding - ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrLineTextBaseOffset; - ItemSize(total_size, 0.0f); - const ImRect bb(pos, pos + total_size); - if (!ItemAdd(bb, 0)) - return; + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; - // Render - ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); - RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -490,424 +479,440 @@ void ImGui::BulletTextV(const char* fmt, va_list args) bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; - // Default only reacts to left mouse button - if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) - flags |= ImGuiButtonFlags_MouseButtonDefault_; + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; - // Default behavior requires click + release inside bounding box - if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) - flags |= ImGuiButtonFlags_PressedOnDefault_; + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (flags & ImGuiButtonFlags_Repeat) + item_flags |= ImGuiItemFlags_ButtonRepeat; - ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; - if (flatten_hovered_children) - g.HoveredWindow = window; + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0 && g.LastItemData.ID != id) - IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); + // Alternate registration spot, for when caller didn't use ItemAdd() + if (id != 0 && g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); #endif - bool pressed = false; - bool hovered = ItemHoverable(bb, id); - - // Drag source doesn't report as hovered - if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) - hovered = false; - - // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) - if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - { - hovered = true; - SetHoveredID(id); - if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) - { - pressed = true; - g.DragDropHoldJustPressedId = id; - FocusWindow(window); - } - } - - if (flatten_hovered_children) - g.HoveredWindow = backup_hovered_window; - - // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. - if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) - hovered = false; - - // Mouse handling - if (hovered) - { - if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) - { - // Poll buttons - int mouse_button_clicked = -1; - int mouse_button_released = -1; - 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_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 (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) - { - SetActiveID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); - } - if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) - { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveId) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; - FocusWindow(window); - } - } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) - { - // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; - 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). - // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) - if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) - pressed = true; - } - - if (pressed) - g.NavDisableHighlight = true; - } - - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) - hovered = true; - if (g.NavActivateDownId == id) - { - bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); - if (nav_activated_by_code || nav_activated_by_inputs) - { - // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - pressed = true; - SetActiveID(id, window); - g.ActiveIdSource = ImGuiInputSource_Nav; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - } - } - - // Process while held - bool held = false; - if (g.ActiveId == id) - { - if (g.ActiveIdSource == ImGuiInputSource_Mouse) - { - if (g.ActiveIdIsJustActivated) - g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - - const int mouse_button = g.ActiveIdMouseButton; - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); - if (g.IO.MouseDown[mouse_button]) - { - held = true; - } - else - { - bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; - bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; - if ((release_in || release_anywhere) && !g.DragDropActive) - { - // Report as pressed when releasing the mouse (this is the most common path) - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps - if (!is_double_click_release && !is_repeating_already) - pressed = true; - } - ClearActiveID(); - } - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - g.NavDisableHighlight = true; - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - // When activated using Nav, we hold on the ActiveID until activation button is released - if (g.NavActivateDownId != id) - ClearActiveID(); - } - if (pressed) - g.ActiveIdHasBeenPressedBefore = true; - } - - if (out_hovered) *out_hovered = hovered; - if (out_held) *out_held = held; - - return pressed; + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && 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). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId != id) + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; } bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; - ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect bb(pos, pos + size); - ItemSize(size, style.FramePadding.y); - if (!ItemAdd(bb, id)) - return false; + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); - if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - if (g.LogEnabled) - LogSetNextTextDecoration("[", "]"); - RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); - // Automatically close popups - //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) - // CloseCurrentPopup(); + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return pressed; + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; } bool ImGui::Button(const char* label, const ImVec2& size_arg) { - return ButtonEx(label, size_arg, ImGuiButtonFlags_None); + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); } // Small buttons fits within text without additional vertical spacing. bool ImGui::SmallButton(const char* label) { - ImGuiContext& g = *GImGui; - float backup_padding_y = g.Style.FramePadding.y; - g.Style.FramePadding.y = 0.0f; - bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); - g.Style.FramePadding.y = backup_padding_y; - return pressed; + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; } // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. - IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); - const ImGuiID id = window->GetID(str_id); - ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(size); - if (!ItemAdd(bb, id)) - return false; + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); - return pressed; + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; } bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - const ImGuiID id = window->GetID(str_id); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - const float default_size = GetFrameHeight(); - ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); - if (!ItemAdd(bb, id)) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - // Render - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - const ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); - RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); - IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); - return pressed; + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; } bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) { - float sz = GetFrameHeight(); - return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); } // Button to close a window bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) - // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? - const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - ImRect bb_interact = bb; - const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); - if (area_to_visible_ratio < 1.5f) - bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); - // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - bool is_clipped = !ItemAdd(bb_interact, id); + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); - bool hovered, held; - bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); - if (is_clipped) - return pressed; + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; - // Render - // FIXME: Clarify this mess - ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); - ImVec2 center = bb.GetCenter(); - if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + // Render + // FIXME: Clarify this mess + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col); - float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; - ImU32 cross_col = GetColorU32(ImGuiCol_Text); - center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); - return pressed; + return pressed; } // The Collapse button also functions as a Dock Menu button. bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - ItemAdd(bb, id); - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; - // Render - //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImVec2 center = bb.GetCenter(); - if (hovered || held) - window->DrawList->AddCircleFilled(center + ImVec2(0, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); - if (dock_node) - RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); - else - RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); - // Switch to moving the window after mouse is moved beyond the initial drag threshold - if (IsItemActive() && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, dock_node, true); + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button - return pressed; + return pressed; } ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) { - const ImRect outer_rect = window->Rect(); - const ImRect inner_rect = window->InnerRect; - const float border_size = window->WindowBorderSize; - const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) - IM_ASSERT(scrollbar_size > 0.0f); - if (axis == ImGuiAxis_X) - return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); - else - return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); } void ImGui::Scrollbar(ImGuiAxis axis) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImGuiID id = GetWindowScrollbarID(window, axis); - KeepAliveID(id); - - // Calculate scrollbar bounding box - ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; - if (axis == ImGuiAxis_X) - { - rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; - if (!window->ScrollbarY) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } - else - { - if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawFlags_RoundCornersTopRight; - if (!window->ScrollbarX) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } - float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; - float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; - ImS64 scroll = (ImS64)window->Scroll[axis]; - ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); - window->Scroll[axis] = (float)scroll; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; } // Vertical/Horizontal scrollbar @@ -918,394 +923,406 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Still, the code should probably be made simpler.. bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - - const float bb_frame_width = bb_frame.GetWidth(); - const float bb_frame_height = bb_frame.GetHeight(); - if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) - return false; - - // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) - float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); - if (alpha <= 0.0f) - return false; - - const ImGuiStyle& style = g.Style; - const bool allow_interaction = (alpha >= 1.0f); - - ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); - - // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); - - // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) - // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); - const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); - const float grab_h_norm = grab_h_pixels / scrollbar_size_v; - - // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). - bool held = false; - bool hovered = false; - ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - - const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); - float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); - float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space - if (held && allow_interaction && grab_h_norm < 1.0f) - { - const float scrollbar_pos_v = bb.Min[axis]; - const float mouse_pos_v = g.IO.MousePos[axis]; - - // Click position in scrollbar normalized space (0.0f->1.0f) - const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); - - bool seek_absolute = false; - if (g.ActiveIdIsJustActivated) - { - // On initial click calculate the distance between mouse and the center of the grab - seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = 0.0f; - else - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; - } - - // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); - - // Update values for rendering - scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); - grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - - // Update distance to grab now that we have seeked and saturated - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; - } - - // Render - const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); - ImRect grab_rect; - if (axis == ImGuiAxis_X) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); - else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); - window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); - - return held; -} - -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - if (border_col.w > 0.0f) - bb.Max += ImVec2(2, 2); - ItemSize(bb); - if (!ItemAdd(bb, 0)) - return; - - if (border_col.w > 0.0f) - { - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); - } - else - { - window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - ImGui::KeepAliveID(id); + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); - ItemSize(bb); - if (!ItemAdd(bb, id)) - return false; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); - if (bg_col.w > 0.0f) - window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + return pressed; +} + +// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - return pressed; + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. +// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - // Default to using texture ID as ID. User can still push string/integer prefixes. - PushID((void*)(intptr_t)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + return ret; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - const float square_sz = GetFrameHeight(); - const ImVec2 pos = window->DC.CursorPos; - const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id)) - { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); - return false; - } - - bool hovered, held; - bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) - { - *v = !(*v); - MarkItemEdited(id); - } - - const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); - RenderNavHighlight(total_bb, id); - RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; - if (mixed_value) - { - // Undocumented tristate/mixed/indeterminate checkbox (#2644) - // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) - ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); - window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); - } - else if (*v) - { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); - RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); - } - - ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); - if (g.LogEnabled) - LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); - if (label_size.x > 0.0f) - RenderText(label_pos, label); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); - return pressed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; } template bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) { - bool all_on = (*flags & flags_value) == flags_value; - bool any_on = (*flags & flags_value) != 0; - bool pressed; - if (!all_on && any_on) - { - ImGuiContext& g = *GImGui; - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; - pressed = Checkbox(label, &all_on); - g.CurrentItemFlags = backup_item_flags; - } - else - { - pressed = Checkbox(label, &all_on); - - } - if (pressed) - { - if (all_on) - *flags |= flags_value; - else - *flags &= ~flags_value; - } - return pressed; + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; } bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) { - return CheckboxFlagsT(label, flags, flags_value); + return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) { - return CheckboxFlagsT(label, flags, flags_value); + return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) { - return CheckboxFlagsT(label, flags, flags_value); + return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) { - return CheckboxFlagsT(label, flags, flags_value); + return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::RadioButton(const char* label, bool active) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - const float square_sz = GetFrameHeight(); - const ImVec2 pos = window->DC.CursorPos; - const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); - const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id)) - return false; - - ImVec2 center = check_bb.GetCenter(); - center.x = IM_ROUND(center.x); - center.y = IM_ROUND(center.y); - const float radius = (square_sz - 1.0f) * 0.5f; - - bool hovered, held; - bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) - MarkItemEdited(id); - - RenderNavHighlight(total_bb, id); - window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); - if (active) - { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); - window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); - } - - if (style.FrameBorderSize > 0.0f) - { - window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); - window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); - } - - ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); - if (g.LogEnabled) - LogRenderedText(&label_pos, active ? "(x)" : "( )"); - if (label_size.x > 0.0f) - RenderText(label_pos, label); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return pressed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; } // FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { - const bool pressed = RadioButton(label, *v == v_button); - if (pressed) - *v = v_button; - return pressed; + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; } // size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); - ImRect bb(pos, pos + size); - ItemSize(size, style.FramePadding.y); - if (!ItemAdd(bb, 0)) - return; - - // Render - fraction = ImSaturate(fraction); - RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); - - // Default displaying the fraction as percentage string, but user can override it - char overlay_buf[32]; - if (!overlay) - { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); - overlay = overlay_buf; - } - - ImVec2 overlay_size = CalcTextSize(overlay, NULL); - if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } void ImGui::Bullet() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); - ItemSize(bb); - if (!ItemAdd(bb, 0)) - { - SameLine(0, style.FramePadding.x * 2); - return; - } + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } - // Render and stay on same line - ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); - SameLine(0, style.FramePadding.x * 2.0f); + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1323,242 +1340,310 @@ void ImGui::Bullet() void ImGui::Spacing() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ItemSize(ImVec2(0, 0)); + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); } void ImGui::Dummy(const ImVec2& size) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(size); - ItemAdd(bb, 0); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); } void ImGui::NewLine() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - ImGuiContext& g = *GImGui; - const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; - window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. - ItemSize(ImVec2(0, 0)); - else - ItemSize(ImVec2(0.0f, g.FontSize)); - window->DC.LayoutType = backup_layout_type; + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; } void ImGui::AlignTextToFramePadding() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - ImGuiContext& g = *GImGui; - window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line -void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected - - float thickness_draw = 1.0f; - float thickness_layout = 0.0f; - if (flags & ImGuiSeparatorFlags_Vertical) - { - // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); - ItemSize(ImVec2(thickness_layout, 0.0f)); - if (!ItemAdd(bb, 0)) - return; - - // Draw - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); - } - else if (flags & ImGuiSeparatorFlags_Horizontal) - { - // Horizontal Separator - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - - // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator - if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) - x1 += window->DC.Indent.x; - - // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, - // need to introduce a variant of WorkRect for that purpose. (#4787) - if (ImGuiTable* table = g.CurrentTable) - { - x1 = table->Columns[table->CurrentColumn].MinX; - x2 = table->Columns[table->CurrentColumn].MaxX; - } - - ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; - if (columns) - PushColumnsBackground(); - - // We don't provide our width to the layout so that it doesn't get feed back into AutoFit - // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); - ItemSize(ImVec2(0.0f, thickness_layout)); - const bool item_visible = ItemAdd(bb, 0); - if (item_visible) - { - // Draw - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------\n"); - - } - if (columns) - { - PopColumnsBackground(); - columns->LineMinY = window->DC.CursorPos.y; - } - } +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } } void ImGui::Separator() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. - SeparatorEx(flags); + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; - bool item_add = ItemAdd(bb, id); - g.CurrentItemFlags = item_flags_backup; - if (!item_add) - return false; - - bool hovered, held; - ImRect bb_interact = bb; - bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); - ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); - if (hovered) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb - if (g.ActiveId != id) - SetItemAllowOverlap(); - - if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) - SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); - - ImRect bb_render = bb; - if (held) - { - ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; - - // Minimum pane size - float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); - float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); - if (mouse_delta < -size_1_maximum_delta) - mouse_delta = -size_1_maximum_delta; - if (mouse_delta > size_2_maximum_delta) - mouse_delta = size_2_maximum_delta; - - // Apply resize - if (mouse_delta != 0.0f) - { - if (mouse_delta < 0.0f) - IM_ASSERT(*size1 + mouse_delta >= min_size1); - if (mouse_delta > 0.0f) - IM_ASSERT(*size2 - mouse_delta >= min_size2); - *size1 += mouse_delta; - *size2 -= mouse_delta; - bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); - MarkItemEdited(id); - } - } - - // Render at new position - if (bg_col & IM_COL32_A_MASK) - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); - - return held; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; } static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) { - const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; - const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; - if (int d = (int)(b->Width - a->Width)) - return d; - return (b->Index - a->Index); + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); } // Shrink excess width from a set of item, by removing width from the larger items first. // Set items Width to -1.0f to disable shrinking this item. void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) { - if (count == 1) - { - if (items[0].Width >= 0.0f) - items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); - return; - } - ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); - int count_same_width = 1; - while (width_excess > 0.0f && count_same_width < count) - { - while (count_same_width < count && items[0].Width <= items[count_same_width].Width) - count_same_width++; - float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); - if (max_width_to_remove_per_item <= 0.0f) - break; - float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); - for (int item_n = 0; item_n < count_same_width; item_n++) - items[item_n].Width -= width_to_remove_per_item; - width_excess -= width_to_remove_per_item * count_same_width; - } - - // Round width and redistribute remainder left-to-right (could make it an option of the function?) - // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. - width_excess = 0.0f; - for (int n = 0; n < count; n++) - { - float width_rounded = ImFloor(items[n].Width); - width_excess += items[n].Width - width_rounded; - items[n].Width = width_rounded; - } - if (width_excess > 0.0f) - for (int n = 0; n < count; n++) - if (items[n].Index < (int)(width_excess + 0.01f)) - items[n].Width += 1.0f; + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } } //------------------------------------------------------------------------- @@ -1575,306 +1660,334 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc static float CalcMaxPopupHeightFromItemCount(int items_count) { - ImGuiContext& g = *GImGui; - if (items_count <= 0) - return FLT_MAX; - return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); } bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - if (window->SkipItems) - return false; - - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - - const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &bb)) - return false; - - // Open on click - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); - const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); - bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); - if (pressed && !popup_open) - { - OpenPopupEx(popup_id, ImGuiPopupFlags_None); - popup_open = true; - } - - // Render shape - const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); - RenderNavHighlight(bb, id); - if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); - if (!(flags & ImGuiComboFlags_NoArrowButton)) - { - ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); - if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); - } - RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); - - // Custom preview - if (flags & ImGuiComboFlags_CustomPreview) - { - g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); - IM_ASSERT(preview_value == NULL || preview_value[0] == 0); - preview_value = NULL; - } - - // Render preview and label - if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - { - if (g.LogEnabled) - LogSetNextTextDecoration("{", "}"); - RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); - } - if (label_size.x > 0) - RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); - - if (!popup_open) - return false; - - g.NextWindowData.Flags = backup_next_window_data_flags; - return BeginComboPopup(popup_id, bb, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); } bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) { - ImGuiContext& g = *GImGui; - if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) - { - g.NextWindowData.ClearFlags(); - return false; - } - - // Set popup size - float w = bb.GetWidth(); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) - { - g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); - } - else - { - if ((flags & ImGuiComboFlags_HeightMask_) == 0) - flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one - int popup_max_height_in_items = -1; - if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; - else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; - else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; - SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); - } - - // This is essentially a specialized version of BeginPopupEx() - char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth - - // Set position given a custom constraint (peak into expected window size so we can position it) - // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? - // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? - if (ImGuiWindow* popup_window = FindWindowByName(name)) - if (popup_window->WasActive) - { - // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. - ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); - popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" - ImRect r_outer = GetPopupAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); - SetNextWindowPos(pos); - } - - // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text - bool ret = Begin(name, NULL, window_flags); - PopStyleVar(); - if (!ret) - { - EndPopup(); - IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above - return false; - } - return true; + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; } void ImGui::EndCombo() { - EndPopup(); + EndPopup(); } // Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements // (Experimental, see GitHub issues: #1658, #4168) bool ImGui::BeginComboPreview() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; - if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result - return false; - IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? - if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) - return false; + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; - // FIXME: This could be contained in a PushWorkRect() api - preview_data->BackupCursorPos = window->DC.CursorPos; - preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; - preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; - preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; - preview_data->BackupLayout = window->DC.LayoutType; - window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.LayoutType = ImGuiLayoutType_Horizontal; - PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); - return true; + return true; } void ImGui::EndComboPreview() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; - - // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future - ImDrawList* draw_list = window->DrawList; - if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) - if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command - { - draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; - draw_list->_TryMergeDrawCmds(); - } - PopClipRect(); - window->DC.CursorPos = preview_data->BackupCursorPos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); - window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; - window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; - window->DC.LayoutType = preview_data->BackupLayout; - preview_data->PreviewRect = ImRect(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); } // Getter for the old Combo() API: const char*[] -static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +static const char* Items_ArrayGetter(void* data, int idx) { - const char* const* items = (const char* const*)data; - if (out_text) - *out_text = items[idx]; - return true; + const char* const* items = (const char* const*)data; + return items[idx]; } // Getter for the old Combo() API: "item1\0item2\0item3\0" -static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) -{ - // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. - const char* items_separated_by_zeros = (const char*)data; - int items_count = 0; - const char* p = items_separated_by_zeros; - while (*p) - { - if (idx == items_count) - break; - p += strlen(p) + 1; - items_count++; - } - if (!*p) - return false; - if (out_text) - *out_text = p; - return true; +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; } // Old API, prefer using BeginCombo() nowadays if you can. -bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) -{ - ImGuiContext& g = *GImGui; - - // Call the getter to obtain the preview string which is a parameter to BeginCombo() - const char* preview_value = NULL; - if (*current_item >= 0 && *current_item < items_count) - items_getter(data, *current_item, &preview_value); - - // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) - SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); - - if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) - return false; - - // Display items - // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) - bool value_changed = false; - for (int i = 0; i < items_count; i++) - { - PushID(i); - const bool item_selected = (i == *current_item); - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; - if (Selectable(item_text, item_selected)) - { - value_changed = true; - *current_item = i; - } - if (item_selected) - SetItemDefaultFocus(); - PopID(); - } - - EndCombo(); - - if (value_changed) - MarkItemEdited(g.LastItemData.ID); - - return value_changed; +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; } // Combo box helper allowing to pass an array of strings. bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) { - const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); - return value_changed; + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; } // Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) { - int items_count = 0; - const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open - while (*p) - { - p += strlen(p) + 1; - items_count++; - } - bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); - return value_changed; + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- -// - PatchFormatStringFloatToInt() // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() @@ -1882,291 +1995,235 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 - { sizeof(unsigned char), "U8", "%u", "%u" }, - { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 - { sizeof(unsigned short), "U16", "%u", "%u" }, - { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 - { sizeof(unsigned int), "U32", "%u", "%u" }, + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, #ifdef _MSC_VER - { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 - { sizeof(ImU64), "U64", "%I64u","%I64u" }, + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, #else - { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 - { sizeof(ImU64), "U64", "%llu", "%llu" }, + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) - { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); -// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". -// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. -// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! -static const char* PatchFormatStringFloatToInt(const char* fmt) -{ - if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. - return "%d"; - const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) - const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). - if (fmt_end > fmt_start && fmt_end[-1] == 'f') - { -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (fmt_start == fmt && fmt_end[0] == 0) - return "%d"; - ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. - return g.TempBuffer; -#else - IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" -#endif - } - return fmt; -} - const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); - return &GDataTypeInfo[data_type]; + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; } int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { - // Signedness doesn't matter when pushing integer arguments - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) - return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); - if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); - if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)p_data); - if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)p_data); - if (data_type == ImGuiDataType_S8) - return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); - if (data_type == ImGuiDataType_U8) - return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); - if (data_type == ImGuiDataType_S16) - return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); - if (data_type == ImGuiDataType_U16) - return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); - IM_ASSERT(0); - return 0; + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; } void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) { - IM_ASSERT(op == '+' || op == '-'); - switch (data_type) - { - case ImGuiDataType_S8: - if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } - if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } - return; - case ImGuiDataType_U8: - if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } - if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } - return; - case ImGuiDataType_S16: - if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } - if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } - return; - case ImGuiDataType_U16: - if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } - if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } - return; - case ImGuiDataType_S32: - if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } - if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } - return; - case ImGuiDataType_U32: - if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } - if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } - return; - case ImGuiDataType_S64: - if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } - if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } - return; - case ImGuiDataType_U64: - if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } - if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } - return; - case ImGuiDataType_Float: - if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } - if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } - return; - case ImGuiDataType_Double: - if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } - if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } - return; - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); } // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { - while (ImCharIsBlankA(*buf)) - buf++; - if (!buf[0]) - return false; - - // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. - const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); - ImGuiDataTypeTempStorage data_backup; - memcpy(&data_backup, p_data, type_info->Size); - - if (format == NULL) - format = type_info->ScanFmt; - - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64 || data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - { - // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - format = type_info->ScanFmt; - if (sscanf(buf, format, p_data) < 1) - return false; - } - else - { - // Small types need a 32-bit buffer to receive the result from scanf() - int v32; - if (sscanf(buf, format, &v32) < 1) - return false; - if (data_type == ImGuiDataType_S8) - *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); - else if (data_type == ImGuiDataType_U8) - *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); - else if (data_type == ImGuiDataType_S16) - *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); - else if (data_type == ImGuiDataType_U16) - *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); - else - IM_ASSERT(0); - } - - return memcmp(&data_backup, p_data, type_info->Size) != 0; + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; } template static int DataTypeCompareT(const T* lhs, const T* rhs) { - if (*lhs < *rhs) return -1; - if (*lhs > *rhs) return +1; - return 0; + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; } int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) { - switch (data_type) - { - case ImGuiDataType_S8: return DataTypeCompareT((const ImS8*)arg_1, (const ImS8*)arg_2); - case ImGuiDataType_U8: return DataTypeCompareT((const ImU8*)arg_1, (const ImU8*)arg_2); - case ImGuiDataType_S16: return DataTypeCompareT((const ImS16*)arg_1, (const ImS16*)arg_2); - case ImGuiDataType_U16: return DataTypeCompareT((const ImU16*)arg_1, (const ImU16*)arg_2); - case ImGuiDataType_S32: return DataTypeCompareT((const ImS32*)arg_1, (const ImS32*)arg_2); - case ImGuiDataType_U32: return DataTypeCompareT((const ImU32*)arg_1, (const ImU32*)arg_2); - case ImGuiDataType_S64: return DataTypeCompareT((const ImS64*)arg_1, (const ImS64*)arg_2); - case ImGuiDataType_U64: return DataTypeCompareT((const ImU64*)arg_1, (const ImU64*)arg_2); - case ImGuiDataType_Float: return DataTypeCompareT((const float*)arg_1, (const float*)arg_2); - case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return 0; + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; } template static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) { - // Clamp, both sides are optional, return true if modified - if (v_min && *v < *v_min) { *v = *v_min; return true; } - if (v_max && *v > *v_max) { *v = *v_max; return true; } - return false; + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; } bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) { - switch (data_type) - { - case ImGuiDataType_S8: return DataTypeClampT((ImS8*)p_data, (const ImS8*)p_min, (const ImS8*)p_max); - case ImGuiDataType_U8: return DataTypeClampT((ImU8*)p_data, (const ImU8*)p_min, (const ImU8*)p_max); - case ImGuiDataType_S16: return DataTypeClampT((ImS16*)p_data, (const ImS16*)p_min, (const ImS16*)p_max); - case ImGuiDataType_U16: return DataTypeClampT((ImU16*)p_data, (const ImU16*)p_min, (const ImU16*)p_max); - case ImGuiDataType_S32: return DataTypeClampT((ImS32*)p_data, (const ImS32*)p_min, (const ImS32*)p_max); - case ImGuiDataType_U32: return DataTypeClampT((ImU32*)p_data, (const ImU32*)p_min, (const ImU32*)p_max); - case ImGuiDataType_S64: return DataTypeClampT((ImS64*)p_data, (const ImS64*)p_min, (const ImS64*)p_max); - case ImGuiDataType_U64: return DataTypeClampT((ImU64*)p_data, (const ImU64*)p_min, (const ImU64*)p_max); - case ImGuiDataType_Float: return DataTypeClampT((float*)p_data, (const float*)p_min, (const float*)p_max); - case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return false; + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) { - static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; - if (decimal_precision < 0) - return FLT_MIN; - return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); } template -static const char* ImAtoi(const char* src, TYPE* output) -{ - int negative = 0; - if (*src == '-') { negative = 1; src++; } - if (*src == '+') { src++; } - TYPE v = 0; - while (*src >= '0' && *src <= '9') - v = (v * 10) + (*src++ - '0'); - *output = negative ? -v : v; - return src; -} - -// Sanitize format -// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi -// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. -static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) -{ - IM_UNUSED(fmt_out_size); - const char* fmt_end = ImParseFormatFindEnd(fmt); - IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! - while (fmt < fmt_end) - { - char c = *(fmt++); - if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. - *(fmt_out++) = c; - } - *fmt_out = 0; // Zero-terminate -} - -template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { - const char* fmt_start = ImParseFormatFindStart(format); - if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string - return v; + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; - // Sanitize format - char fmt_sanitized[32]; - SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); - fmt_start = fmt_sanitized; + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); - // Format value with our rounding, and read back - char v_str[64]; - ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); - const char* p = v_str; - while (*p == ' ') - p++; - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - v = (TYPE)ImAtof(p); - else - ImAtoi(p, (SIGNEDTYPE*)&v); - return v; + return v; } //------------------------------------------------------------------------- @@ -2192,414 +2249,390 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, template bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) { - ImGuiContext& g = *GImGui; - const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; - const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - - // Default tweak speed - if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) - v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); - - // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings - float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) - { - adjust_delta = g.IO.MouseDelta[axis]; - if (g.IO.KeyAlt) - adjust_delta *= 1.0f / 100.0f; - if (g.IO.KeyShift) - adjust_delta *= 10.0f; - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; - v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); - } - adjust_delta *= v_speed; - - // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. - if (axis == ImGuiAxis_Y) - adjust_delta = -adjust_delta; - - // For logarithmic use our range is effectively 0..1 so scale the delta into that range - if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 - adjust_delta /= (float)(v_max - v_min); - - // Clear current value on activation - // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. - bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); - if (is_just_activated || is_already_past_limits_and_pushing_outward) - { - g.DragCurrentAccum = 0.0f; - g.DragCurrentAccumDirty = false; - } - else if (adjust_delta != 0.0f) - { - g.DragCurrentAccum += adjust_delta; - g.DragCurrentAccumDirty = true; - } - - if (!g.DragCurrentAccumDirty) - return false; - - TYPE v_cur = *v; - FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - - float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true - const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) - if (is_logarithmic) - { - // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; - logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); - - // Convert to parametric space, apply delta, convert back - float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - float v_new_parametric = v_old_parametric + g.DragCurrentAccum; - v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - v_old_ref_for_accum_remainder = v_old_parametric; - } - else - { - v_cur += (SIGNEDTYPE)g.DragCurrentAccum; - } - - // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); - - // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. - g.DragCurrentAccumDirty = false; - if (is_logarithmic) - { - // Convert to parametric space, apply delta, convert back - float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); - } - else - { - g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); - } - - // Lose zero sign for float/double - if (v_cur == (TYPE)-0) - v_cur = (TYPE)0; - - // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && is_clamped) - { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) - v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) - v_cur = v_max; - } - - // Apply result - if (*v == v_cur) - return false; - *v = v_cur; - return true; + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; } bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { - // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. - IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); - - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - { - if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) - ClearActiveID(); - else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) - ClearActiveID(); - } - if (g.ActiveId != id) - return false; - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) - return false; - - switch (data_type) - { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32) * (ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*)p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32) * (ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*)p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32) * (ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32) * (ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32*)p_min : IM_S32_MIN, p_max ? *(const ImS32*)p_max : IM_S32_MAX, format, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32*)p_min : IM_U32_MIN, p_max ? *(const ImU32*)p_max : IM_U32_MAX, format, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64*)p_min : IM_S64_MIN, p_max ? *(const ImS64*)p_max : IM_S64_MAX, format, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64*)p_min : IM_U64_MIN, p_max ? *(const ImU64*)p_max : IM_U64_MAX, format, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float*)p_min : -FLT_MAX, p_max ? *(const float*)p_max : FLT_MAX, format, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return false; + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; } // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. // Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) - return false; - - // Default format string when passing NULL - if (format == NULL) - format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - - // Tabbing or CTRL-clicking on Drag turns it into an InputText - const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); - if (!temp_input_is_active) - { - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); - if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed) - if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) - temp_input_is_active = true; - } - - // Experimental: simple click (without moving) turns Drag into an InputText - if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) - if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) - { - g.NavActivateId = g.NavActivateInputId = id; - g.NavActivateFlags = ImGuiActivateFlags_PreferInput; - temp_input_is_active = true; - } - } - - if (temp_input_is_active) - { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); - } - - // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); - - // Drag behavior - const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); - if (value_changed) - MarkItemEdited(id); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); - if (g.LogEnabled) - LogSetNextTextDecoration("{", "}"); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); - - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; } bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components, CalcItemWidth()); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) - { - PushID(i); - if (i > 0) - SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); - PopID(); - PopItemWidth(); - p_data = (void*)((char*)p_data + type_size); - } - PopID(); - - const char* label_end = FindRenderedTextEnd(label); - if (label != label_end) - { - SameLine(0, g.Style.ItemInnerSpacing.x); - TextEx(label, label_end); - } - - EndGroup(); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; } bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); } // NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - ImGuiContext& g = *GImGui; - PushID(label); - BeginGroup(); - PushMultiItemsWidths(2, CalcItemWidth()); + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); - float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; - float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); - ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); - bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); - float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); - float max_max = (v_min >= v_max) ? FLT_MAX : v_max; - ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); - value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); - TextEx(label, FindRenderedTextEnd(label)); - EndGroup(); - PopID(); + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); - return value_changed; + return value_changed; } // NB: v_speed is float to allow adjusting the drag speed with more precision bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); } // NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - PushID(label); - BeginGroup(); - PushMultiItemsWidths(2, CalcItemWidth()); - - int min_min = (v_min >= v_max) ? INT_MIN : v_min; - int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); - ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); - bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); - int max_max = (v_min >= v_max) ? INT_MAX : v_max; - ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); - value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); - TextEx(label, FindRenderedTextEnd(label)); - EndGroup(); - PopID(); + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); - return value_changed; -} + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); + return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); -} - -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- @@ -2627,294 +2660,299 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data template float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { - if (v_min == v_max) - return 0.0f; - IM_UNUSED(data_type); - - const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); - if (is_logarithmic) - { - bool flipped = v_max < v_min; - - if (flipped) // Handle the case where the range is backwards - ImSwap(v_min, v_max); - - // Fudge min/max to avoid getting close to log(0) - FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; - FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; - - // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) - if ((v_min == 0.0f) && (v_max < 0.0f)) - v_min_fudged = -logarithmic_zero_epsilon; - else if ((v_max == 0.0f) && (v_min < 0.0f)) - v_max_fudged = -logarithmic_zero_epsilon; - - float result; - - if (v_clamped <= v_min_fudged) - result = 0.0f; // Workaround for values that are in-range but below our fudge - else if (v_clamped >= v_max_fudged) - result = 1.0f; // Workaround for values that are in-range but above our fudge - else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions - { - float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) - float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; - float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; - if (v == 0.0f) - result = zero_point_center; // Special case for exactly zero - else if (v < 0.0f) - result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; - else - result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); - } - else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider - result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); - else - result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); - - return flipped ? (1.0f - result) : result; - } - - // Linear slider - return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } } // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { - if (v_min == v_max) - return v_min; - const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - - TYPE result; - if (is_logarithmic) - { - // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value - if (t <= 0.0f) - result = v_min; - else if (t >= 1.0f) - result = v_max; - else - { - bool flipped = v_max < v_min; // Check if range is "backwards" - - // Fudge min/max to avoid getting silly results close to zero - FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; - FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; - - if (flipped) - ImSwap(v_min_fudged, v_max_fudged); - - // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) - if ((v_max == 0.0f) && (v_min < 0.0f)) - v_max_fudged = -logarithmic_zero_epsilon; - - float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range - - if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts - { - float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space - float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; - float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; - if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) - result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) - else if (t_with_flip < zero_point_center) - result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); - else - result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); - } - else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider - result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); - else - result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); - } - } - else - { - // Linear slider - if (is_floating_point) - { - result = ImLerp(v_min, v_max, t); - } - else - { - // - For integer values we want the clicking position to match the grab box so we round above - // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. - // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 - // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. - if (t < 1.0) - { - FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; - result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); - } - else - { - result = v_max; - } - } - } - - return result; -} - -// FIXME: Move more of the code into SliderBehavior() + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() template bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; - const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - - const float grab_padding = 2.0f; - const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; - float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit - grab_sz = ImMin(grab_sz, slider_sz); - const float slider_usable_sz = slider_sz - grab_sz; - const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; - const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; - - float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true - float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true - if (is_logarithmic) - { - // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; - logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); - zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); - } - - // Process interacting with the slider - bool value_changed = false; - if (g.ActiveId == id) - { - bool set_new_value = false; - float clicked_t = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse) - { - if (!g.IO.MouseDown[0]) - { - ClearActiveID(); - } - else - { - const float mouse_abs_pos = g.IO.MousePos[axis]; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; - if (axis == ImGuiAxis_Y) - clicked_t = 1.0f - clicked_t; - set_new_value = true; - } - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - if (g.ActiveIdIsJustActivated) - { - g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation - g.SliderCurrentAccumDirty = false; - } - - const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; - if (input_delta != 0.0f) - { - const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; - if (decimal_precision > 0) - { - input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) - input_delta /= 10.0f; - } - else - { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps - else - input_delta /= 100.0f; - } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) - input_delta *= 10.0f; - - g.SliderCurrentAccum += input_delta; - g.SliderCurrentAccumDirty = true; - } - - float delta = g.SliderCurrentAccum; - if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) - { - ClearActiveID(); - } - else if (g.SliderCurrentAccumDirty) - { - clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - - if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits - { - set_new_value = false; - g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate - } - else - { - set_new_value = true; - float old_clicked_t = clicked_t; - clicked_t = ImSaturate(clicked_t + delta); - - // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator - TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); - float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - - if (delta > 0) - g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); - else - g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); - } - - g.SliderCurrentAccumDirty = false; - } - } - - if (set_new_value) - { - TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - - // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); - - // Apply result - if (*v != v_new) - { - *v = v_new; - value_changed = true; - } - } - } - - if (slider_sz < 1.0f) - { - *out_grab_bb = ImRect(bb.Min, bb.Min); - } - else - { - // Output grab position so it can be displayed by the caller - float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - if (axis == ImGuiAxis_Y) - grab_t = 1.0f - grab_t; - const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); - if (axis == ImGuiAxis_X) - *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); - else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); - } - - return value_changed; + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; } // For 32-bit and larger types, slider bounds are limited to half the natural type range. @@ -2922,306 +2960,278 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { - // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. - IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); - - ImGuiContext& g = *GImGui; - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) - return false; - - switch (data_type) - { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32) * (ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32) * (ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32) * (ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32) * (ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } - case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_Float: - IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_Double: - IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return false; + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; } // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. // Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) - return false; - - // Default format string when passing NULL - if (format == NULL) - format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - - // Tabbing or CTRL-clicking on Slider turns it into an input box - const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); - if (!temp_input_is_active) - { - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) - temp_input_is_active = true; - } - } - - if (temp_input_is_active) - { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); - } - - // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); - - // Slider behavior - ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); - if (value_changed) - MarkItemEdited(id); - - // Render grab - if (grab_bb.Max.x > grab_bb.Min.x) - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); - if (g.LogEnabled) - LogSetNextTextDecoration("{", "}"); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); - - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; } // Add multiple sliders on 1 line for compact edition of multiple components bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components, CalcItemWidth()); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) - { - PushID(i); - if (i > 0) - SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); - PopID(); - PopItemWidth(); - v = (void*)((char*)v + type_size); - } - PopID(); - - const char* label_end = FindRenderedTextEnd(label); - if (label != label_end) - { - SameLine(0, g.Style.ItemInnerSpacing.x); - TextEx(label, label_end); - } - - EndGroup(); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; } bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); } bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) { - if (format == NULL) - format = "%.0f deg"; - float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); - bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); - *v_rad = v_deg * (2 * IM_PI) / 360.0f; - return value_changed; + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; } bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); } bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); } bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); } bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - - ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(frame_bb, id)) - return false; - - // Default format string when passing NULL - if (format == NULL) - format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - - const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - } - - // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); - - // Slider behavior - ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); - if (value_changed) - MarkItemEdited(id); - - // Render grab - if (grab_bb.Max.y > grab_bb.Min.y) - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - // For the vertical slider we allow centered text to overlap the frame padding - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - return value_changed; -} + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; -bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) -{ - return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); -} + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); -bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) -{ - return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); -} + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool clicked = hovered && IsMouseClicked(0, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; } -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. @@ -3229,6 +3239,8 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() @@ -3247,95 +3259,154 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i // We don't use strchr() because our strings are usually very short and often start with '%' const char* ImParseFormatFindStart(const char* fmt) { - while (char c = fmt[0]) - { - if (c == '%' && fmt[1] != '%') - return fmt; - else if (c == '%') - fmt++; - fmt++; - } - return fmt; + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; } const char* ImParseFormatFindEnd(const char* fmt) { - // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. - if (fmt[0] != '%') - return fmt; - const unsigned int ignored_uppercase_mask = (1 << ('I' - 'A')) | (1 << ('L' - 'A')); - const unsigned int ignored_lowercase_mask = (1 << ('h' - 'a')) | (1 << ('j' - 'a')) | (1 << ('l' - 'a')) | (1 << ('t' - 'a')) | (1 << ('w' - 'a')) | (1 << ('z' - 'a')); - for (char c; (c = *fmt) != 0; fmt++) - { - if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) - return fmt + 1; - if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) - return fmt + 1; - } - return fmt; + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; } // Extract the format out of a format string with leading or trailing decorations -// fmt = "blah blah" -> return fmt +// fmt = "blah blah" -> return "" // fmt = "%.3f" -> return fmt // fmt = "hello %.3f" -> return fmt + 6 // fmt = "%.3f hello" -> return buf written with "%.3f" const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) { - const char* fmt_start = ImParseFormatFindStart(fmt); - if (fmt_start[0] != '%') - return fmt; - const char* fmt_end = ImParseFormatFindEnd(fmt_start); - if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. - return fmt_start; - ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); - return buf; + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; } // Parse display precision back from the display format string // FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) { - fmt = ImParseFormatFindStart(fmt); - if (fmt[0] != '%') - return default_precision; - fmt++; - while (*fmt >= '0' && *fmt <= '9') - fmt++; - int precision = INT_MAX; - if (*fmt == '.') - { - fmt = ImAtoi(fmt + 1, &precision); - if (precision < 0 || precision > 99) - precision = default_precision; - } - if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation - precision = -1; - if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) - precision = -1; - return (precision == INT_MAX) ? default_precision : precision; + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; } // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { - // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. - // We clear ActiveID on the first frame to allow the InputText() taking it back. - ImGuiContext& g = *GImGui; - const bool init = (g.TempInputId != id); - if (init) - ClearActiveID(); + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); - g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); - if (init) - { - // First frame we started displaying the InputText widget, we expect it to take the active id. - IM_ASSERT(g.ActiveId == id); - g.TempInputId = g.ActiveId; - } - return value_changed; + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) +{ + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + return ImGuiInputTextFlags_CharsScientific; + const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; + return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; } // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! @@ -3343,197 +3414,204 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { - char fmt_buf[32]; - char data_buf[32]; - format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); - ImStrTrimBlanks(data_buf); - - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = false; - if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) - { - // Backup old value - size_t data_type_size = DataTypeGetInfo(data_type)->Size; - ImGuiDataTypeTempStorage data_backup; - memcpy(&data_backup, p_data, data_type_size); - - // Apply new value (or operations) then clamp - DataTypeApplyFromText(data_buf, data_type, p_data, NULL); - if (p_clamp_min || p_clamp_max) - { - if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) - ImSwap(p_clamp_min, p_clamp_max); - DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); - } - - // Only mark as edited if new value is different - value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; - if (value_changed) - MarkItemEdited(id); - } - return value_changed; + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; + flags |= InputScalar_DefaultCharsFilter(data_type, format); + + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; } // Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. // Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - - if (format == NULL) - format = DataTypeGetInfo(data_type)->PrintFmt; - - char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - - bool value_changed = false; - if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= ImGuiInputTextFlags_CharsDecimal; - flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - - if (p_step != NULL) - { - const float button_size = GetFrameHeight(); - - BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() - PushID(label); - SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); - - // Step buttons - const ImVec2 backup_frame_padding = style.FramePadding; - style.FramePadding.x = style.FramePadding.y; - ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; - if (flags & ImGuiInputTextFlags_ReadOnly) - BeginDisabled(); - SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) - { - DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); - value_changed = true; - } - SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) - { - DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); - value_changed = true; - } - if (flags & ImGuiInputTextFlags_ReadOnly) - EndDisabled(); - - const char* label_end = FindRenderedTextEnd(label); - if (label != label_end) - { - SameLine(0, style.ItemInnerSpacing.x); - TextEx(label, label_end); - } - style.FramePadding = backup_frame_padding; - - PopID(); - EndGroup(); - } - else - { - if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); - } - if (value_changed) - MarkItemEdited(g.LastItemData.ID); - - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Testing ActiveId as a minor optimization as filtering is not needed until active + if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= InputScalar_DefaultCharsFilter(data_type, format); + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; } bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components, CalcItemWidth()); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) - { - PushID(i); - if (i > 0) - SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); - PopID(); - PopItemWidth(); - p_data = (void*)((char*)p_data + type_size); - } - PopID(); - - const char* label_end = FindRenderedTextEnd(label); - if (label != label_end) - { - SameLine(0.0f, g.Style.ItemInnerSpacing.x); - TextEx(label, label_end); - } - - EndGroup(); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; } bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); } bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); } bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { - // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. - const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); } bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); } bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); } bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); } bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- @@ -3542,170 +3620,195 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f // - InputText() // - InputTextWithHint() // - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); } bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) { - int line_count = 0; - const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding - if (c == '\n') - line_count++; - s--; - if (s[0] != '\n' && s[0] != '\r') - line_count++; - *out_text_end = s; - return line_count; + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; } -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImGuiContext& g = *GImGui; - ImFont* font = g.Font; - const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; - ImVec2 text_size = ImVec2(0, 0); - float line_width = 0.0f; + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; - const ImWchar* s = text_begin; - while (s < text_end) - { - unsigned int c = (unsigned int)(*s++); - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - if (stop_on_new_line) - break; - continue; - } - if (c == '\r') - continue; + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; - line_width += char_width; - } + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } - if (text_size.x < line_width) - text_size.x = line_width; + if (text_size.x < line_width) + text_size.x = line_width; - if (out_offset) - *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n - text_size.y += line_height; + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; - if (remaining) - *remaining = s; + if (remaining) + *remaining = s; - return text_size; + return text_size; } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) namespace ImStb { - static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } - static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } - static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } - static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } - static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; - static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) - { - const ImWchar* text = obj->TextW.Data; - const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); - r->x0 = 0.0f; - r->x1 = size.x; - r->baseline_y_delta = size.y; - r->ymin = 0.0f; - r->ymax = size.y; - r->num_chars = (int)(text_remaining - (text + line_start_idx)); - } - - // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. - static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c == ',' || c == ';' || c == '(' || c == ')' || c == '{' || c == '}' || c == '[' || c == ']' || c == '|' || c == '\n' || c == '\r'; } - static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx])) : 1; } - static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } - static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } - static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -#ifdef __APPLE__ // FIXME: Move setting to IO structure -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC -#else - static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN -#endif +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) +{ + return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!'; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]); + bool prev_separ = is_separator(obj->TextW[idx - 1]); + bool curr_white = ImCharIsBlankW(obj->TextW[idx]); + bool curr_separ = is_separator(obj->TextW[idx]); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + bool prev_white = ImCharIsBlankW(obj->TextW[idx]); + bool prev_separ = is_separator(obj->TextW[idx]); + bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]); + bool curr_separ = is_separator(obj->TextW[idx - 1]); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->Edited = true; + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; - static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) - { - ImWchar* dst = obj->TextW.Data + pos; - - // We maintain our buffer length in both UTF-8 and wchar formats - obj->Edited = true; - obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); - obj->CurLenW -= n; - - // Offset remaining text (FIXME-OPT: Use memmove) - const ImWchar* src = obj->TextW.Data + pos + n; - while (ImWchar c = *src++) - *dst++ = c; - *dst = '\0'; - } - - static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) - { - const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int text_len = obj->CurLenW; - IM_ASSERT(pos <= text_len); - - const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); - if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) - return false; - - // Grow internal buffer if needed - if (new_text_len + text_len + 1 > obj->TextW.Size) - { - if (!is_resizable) - return false; - IM_ASSERT(text_len < obj->TextW.Size); - obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); - } - - ImWchar* text = obj->TextW.Data; - if (pos != text_len) - memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); - memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); - - obj->Edited = true; - obj->CurLenW += new_text_len; - obj->CurLenA += new_text_len_utf8; - obj->TextW[obj->CurLenW] = '\0'; - - return true; - } - - // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->Edited = true; + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) #define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left #define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right #define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up @@ -3724,38 +3827,40 @@ namespace ImStb #define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 -#define STB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove #include "imstb_textedit.h" // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) - static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) - { - stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); - ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); - if (text_len <= 0) - return; - if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) - { - state->cursor = text_len; - state->has_preferred_x = 0; - return; - } - IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() - } +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} } // namespace ImStb void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &Stb, key); - CursorFollow = true; - CursorAnimReset(); + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); } ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { - memset(this, 0, sizeof(*this)); + memset(this, 0, sizeof(*this)); } // Public API to manipulate UTF-8 text @@ -3763,141 +3868,216 @@ ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() // FIXME: The existence of this rarely exercised code path is a bit of a nuisance. void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) { - IM_ASSERT(pos + bytes_count <= BufTextLen); - char* dst = Buf + pos; - const char* src = Buf + pos + bytes_count; - while (char c = *src++) - *dst++ = c; - *dst = '\0'; + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; - if (CursorPos >= pos + bytes_count) - CursorPos -= bytes_count; - else if (CursorPos >= pos) - CursorPos = pos; - SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; - BufTextLen -= bytes_count; + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; } void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) { - const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); - if (new_text_len + BufTextLen >= BufSize) - { - if (!is_resizable) - return; - - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) - ImGuiContext& g = *GImGui; - ImGuiInputTextState* edit_state = &g.InputTextState; - IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TextA.Data); - int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TextA.reserve(new_buf_size + 1); - Buf = edit_state->TextA.Data; - BufSize = edit_state->BufCapacityA = new_buf_size; - } - - if (BufTextLen != pos) - memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); - memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); - Buf[BufTextLen + new_text_len] = '\0'; - - if (CursorPos >= pos) - CursorPos += new_text_len; - SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; - BufTextLen += new_text_len; + // Accept null ranges + if (new_text == new_text_end) + return; + + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) -{ - IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); - unsigned int c = *p_char; - - // Filter non-printable (NB: isprint is unreliable! see #2467) - bool apply_named_filters = true; - if (c < 0x20) - { - bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); - pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); - if (!pass) - return false; - apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. - } - - if (input_source != ImGuiInputSource_Clipboard) - { - // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) - if (c == 127) - return false; - - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if (c >= 0xE000 && c <= 0xF8FF) - return false; - } - - // Filter Unicode ranges we are not handling in this build - if (c > IM_UNICODE_CODEPOINT_MAX) - return false; - - // Generic named filters - if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) - { - // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. - // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. - // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. - // Change the default decimal_point with: - // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; - // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. - ImGuiContext& g = *GImGui; - const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; - - // Allow 0-9 . - + * / - if (flags & ImGuiInputTextFlags_CharsDecimal) - if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) - return false; - - // Allow 0-9 . - + * / e E - if (flags & ImGuiInputTextFlags_CharsScientific) - if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) - return false; - - // Allow 0-9 a-F A-F - if (flags & ImGuiInputTextFlags_CharsHexadecimal) - if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) - return false; - - // Turn a-z into A-Z - if (flags & ImGuiInputTextFlags_CharsUppercase) - if (c >= 'a' && c <= 'z') - *p_char = (c += (unsigned int)('A' - 'a')); - - if (flags & ImGuiInputTextFlags_CharsNoBlank) - if (ImCharIsBlankW(c)) - return false; - } - - // Custom callback filter - if (flags & ImGuiInputTextFlags_CallbackCharFilter) - { - ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); - callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; - callback_data.EventChar = (ImWchar)c; - callback_data.Flags = flags; - callback_data.UserData = user_data; - if (callback(&callback_data) != 0) - return false; - *p_char = callback_data.EventChar; - if (!callback_data.EventChar) - return false; - } - - return true; +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +{ + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + ImGuiContext& g = *GImGui; + const ImWchar* old_buf = state->TextW.Data; + const int old_length = state->CurLenW; + const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); + g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); + ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; + ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1); + } } // Edit a string of text @@ -3910,883 +4090,988 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - IM_ASSERT(buf != NULL && buf_size >= 0); - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) - - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - const ImGuiStyle& style = g.Style; - - const bool RENDER_SELECTION_WHEN_INACTIVE = false; - const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; - if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) - BeginGroup(); - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line - const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); - - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); - const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); - - ImGuiWindow* draw_window = window; - ImVec2 inner_size = frame_size; - ImGuiItemStatusFlags item_status_flags = 0; - ImGuiLastItemData item_data_backup; - if (is_multiline) - { - ImVec2 backup_pos = window->DC.CursorPos; - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) - { - EndGroup(); - return false; - } - item_status_flags = g.LastItemData.StatusFlags; - item_data_backup = g.LastItemData; - window->DC.CursorPos = backup_pos; - - // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. - // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); - PopStyleVar(3); - PopStyleColor(); - if (!child_visible) - { - EndChild(); - EndGroup(); - return false; - } - draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. - draw_window->DC.CursorPos += style.FramePadding; - inner_size.x -= draw_window->ScrollbarSizes.x; - } - else - { - // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) - ItemSize(total_bb, style.FramePadding.y); - if (!(flags & ImGuiInputTextFlags_MergedItem)) - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) - return false; - item_status_flags = g.LastItemData.StatusFlags; - } - const bool hovered = ItemHoverable(frame_bb, id); - if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; - - // We are only allowed to access the state if we are already the active widget. - ImGuiInputTextState* state = GetInputTextState(id); - - const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); - - const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - bool clear_active_id = false; - bool select_all = false; - - float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - - const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); - const bool init_state = (init_make_active || user_scroll_active); - if ((init_state && g.ActiveId != id) || init_changed_specs) - { - // Access state even if we don't own it yet. - state = &g.InputTextState; - state->CursorAnimReset(); - - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); - - // Start edition - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id && !init_changed_specs); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - state->CursorClamp(); - } - else - { - state->ID = id; - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); - } - - if (!is_multiline) - { - if (flags & ImGuiInputTextFlags_AutoSelectAll) - select_all = true; - if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) - select_all = true; - if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) - select_all = true; - } - - if (flags & ImGuiInputTextFlags_AlwaysOverwrite) - state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) - } - - if (g.ActiveId != id && init_make_active) - { - IM_ASSERT(state && state->ID == id); - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - - // Declare our inputs - IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); - SetActiveIdUsingKey(ImGuiKey_Home); - SetActiveIdUsingKey(ImGuiKey_End); - if (is_multiline) - { - SetActiveIdUsingKey(ImGuiKey_PageUp); - SetActiveIdUsingKey(ImGuiKey_PageDown); - } - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - { - SetActiveIdUsingKey(ImGuiKey_Tab); - } - } - - // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) - if (g.ActiveId == id && state == NULL) - ClearActiveID(); - - // Release focus when we click outside - if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 - clear_active_id = true; - - // Lock the decision of whether we are going to take the path displaying the cursor or selection - const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); - bool value_changed = false; - bool enter_pressed = false; - - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL && (render_cursor || render_selection)) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - render_selection &= state->HasSelection(); - } - - // Select the buffer to render. - const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; - const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); - - // Password pushes a temporary font with only a fallback glyph - if (is_password && !is_displaying_hint) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } - - // Process mouse inputs and character inputs - int backup_current_text_length = 0; - if (g.ActiveId == id) - { - IM_ASSERT(state != NULL); - backup_current_text_length = state->CurLenA; - state->Edited = false; - state->BufCapacityA = buf_size; - state->Flags = flags; - - // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. - // Down the line we should have a cleaner library-wide concept of Selected vs Active. - g.ActiveIdAllowOverlap = !io.MouseDown[0]; - g.WantTextInputNextFrame = 1; - - // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); - - const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all) - { - state->SelectAll(); - state->SelectedAllMouseLock = true; - } - else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) - { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); - const int multiclick_count = (io.MouseClickedCount[0] - 2); - if ((multiclick_count % 2) == 0) - { - // Double-click: Select word - // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: - // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) - const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; - if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); - if (!STB_TEXT_HAS_SELECTION(&state->Stb)) - ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); - state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); - state->Stb.select_end = state->Stb.cursor; - ImStb::stb_textedit_clamp(state, &state->Stb); - } - else - { - // Triple-click: Select line - const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; - state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); - state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); - state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); - if (!is_eol && is_multiline) - { - ImSwap(state->Stb.select_start, state->Stb.select_end); - state->Stb.cursor = state->Stb.select_end; - } - state->CursorFollow = false; - } - state->CursorAnimReset(); - } - else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) - { - // FIXME: unselect on late click could be done release? - if (hovered) - { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); - state->CursorAnimReset(); - } - } - else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) - { - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); - state->CursorAnimReset(); - state->CursorFollow = true; - } - if (state->SelectedAllMouseLock && !io.MouseDown[0]) - state->SelectedAllMouseLock = false; - - // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); - } - - // Process regular text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - if (io.InputQueueCharacters.Size > 0) - { - if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) - for (int n = 0; n < io.InputQueueCharacters.Size; n++) - { - // Insert character if they pass filtering - unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) - continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); - } - - // Consume characters - io.InputQueueCharacters.resize(0); - } - } - - // Process other shortcuts/key-presses - bool cancel_edit = false; - if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) - { - IM_ASSERT(state != NULL); - IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. - - const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); - state->Stb.row_count_per_page = row_count_per_page; - - const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); - const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); - const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl - const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); - - const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; - - // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. - const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter); - const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); - const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); - - if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } - else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } - else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) - { - if (!state->HasSelection()) - { - if (is_wordmove_key_down) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) - state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); - } - state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); - } - else if (is_validate_enter) - { - bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) - { - enter_pressed = clear_active_id = true; - } - else if (!is_readonly) - { - unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); - } - } - else if (is_validate_nav) - { - IM_ASSERT(!is_validate_enter); - enter_pressed = clear_active_id = true; - } - else if (is_cancel) - { - clear_active_id = cancel_edit = true; - } - else if (is_undo || is_redo) - { - state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - state->ClearSelection(); - } - else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A)) - { - state->SelectAll(); - state->CursorFollow = true; - } - else if (is_cut || is_copy) - { - // Cut, Copy - if (io.SetClipboardTextFn) - { - const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); - ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); - SetClipboardText(clipboard_data); - MemFree(clipboard_data); - } - if (is_cut) - { - if (!state->HasSelection()) - state->SelectAll(); - state->CursorFollow = true; - stb_textedit_cut(state, &state->Stb); - } - } - else if (is_paste) - { - if (const char* clipboard = GetClipboardText()) - { - // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; - for (const char* s = clipboard; *s; ) - { - unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); - if (c == 0) - break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) - continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; - } - clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation - { - stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); - state->CursorFollow = true; - } - MemFree(clipboard_filtered); - } - } - - // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. - render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); - } - - // Process callbacks and apply result back to user's buffer. - const char* apply_new_text = NULL; - int apply_new_text_length = 0; - if (g.ActiveId == id) - { - IM_ASSERT(state != NULL); - if (cancel_edit) - { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) - { - // Push records into the undo stack so we can CTRL+Z the revert operation itself - apply_new_text = state->InitialTextA.Data; - apply_new_text_length = state->InitialTextA.Size - 1; - ImVector w_text; - if (apply_new_text_length > 0) - { - w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); - ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); - } - stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); - } - } - - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. - // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); - if (apply_edit_back_to_user_buffer) - { - // Apply new value immediately - copy modified buffer back - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } - - // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) - { - IM_ASSERT(callback != NULL); - - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. - ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_None; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) - { - event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) - { - event_flag = ImGuiInputTextFlags_CallbackEdit; - } - else if (flags & ImGuiInputTextFlags_CallbackAlways) - { - event_flag = ImGuiInputTextFlags_CallbackAlways; - } - - if (event_flag) - { - ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); - callback_data.EventFlag = event_flag; - callback_data.Flags = flags; - callback_data.UserData = callback_user_data; - - char* callback_buf = is_readonly ? buf : state->TextA.Data; - callback_data.EventKey = event_key; - callback_data.Buf = callback_buf; - callback_data.BufTextLen = state->CurLenA; - callback_data.BufSize = state->BufCapacityA; - callback_data.BufDirty = false; - - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); - - // Call user code - callback(&callback_data); - - // Read back what user may have modified - callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback - IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == state->BufCapacityA); - IM_ASSERT(callback_data.Flags == flags); - const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (buf_dirty) - { - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); - state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - state->CursorAnimReset(); - } - } - } - - // Will copy result string if modified - if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) - { - apply_new_text = state->TextA.Data; - apply_new_text_length = state->CurLenA; - } - } - - // Clear temporary user storage - state->Flags = ImGuiInputTextFlags_None; - } - - // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) - if (apply_new_text != NULL) - { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - // without any storage on user's side. - IM_ASSERT(apply_new_text_length >= 0); - if (is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } - //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); - - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; - } - - // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) - if (clear_active_id && g.ActiveId == id) - ClearActiveID(); - - // Render frame - if (!is_multiline) - { - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - } - - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size - ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.0f, 0.0f); - - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line - // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. - // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. - const int buf_display_max_length = 2 * 1024 * 1024; - const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 - const char* buf_display_end = NULL; // We have specialized paths below for setting the length - if (is_displaying_hint) - { - buf_display = hint; - buf_display_end = hint + strlen(hint); - } - - // Render text. We currently only render selection when the widget is active or while scrolling. - // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. - if (render_cursor || render_selection) - { - IM_ASSERT(state != NULL); - if (!is_displaying_hint) - buf_display_end = buf_display + state->CurLenA; - - // Render text (with cursor and selection) - // This is going to be messy. We need to: - // - Display the text (this alone can be more easily clipped) - // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) - // - Measure text height (for scrollbar) - // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) - // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = state->TextW.Data; - ImVec2 cursor_offset, select_start_offset; - - { - // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = { NULL, NULL }; - int searches_result_line_no[2] = { -1000, -1000 }; - int searches_remaining = 0; - if (render_cursor) - { - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_result_line_no[0] = -1; - searches_remaining++; - } - if (render_selection) - { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_no[1] = -1; - searches_remaining++; - } - - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') - { - line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } - } - line_count++; - if (searches_result_line_no[0] == -1) - searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) - searches_result_line_no[1] = line_count; - - // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_no[0] * g.FontSize; - if (searches_result_line_no[1] >= 0) - { - select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_no[1] * g.FontSize; - } - - // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) - if (is_multiline) - text_size = ImVec2(inner_size.x, line_count * g.FontSize); - } - - // Scroll - if (render_cursor && state->CursorFollow) - { - // Horizontal scroll in chunks of quarter width - if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) - { - const float scroll_increment_x = inner_size.x * 0.25f; - const float visible_width = inner_size.x - style.FramePadding.x; - if (cursor_offset.x < state->ScrollX) - state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - visible_width >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); - } - else - { - state->ScrollX = 0.0f; - } - - // Vertical scroll - if (is_multiline) - { - // Test if cursor is vertically visible - if (cursor_offset.y - g.FontSize < scroll_y) - scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) - scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; - const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); - scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); - draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag - draw_window->Scroll.y = scroll_y; - } - - state->CursorFollow = false; - } - - // Draw selection - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); - if (render_selection) - { - const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); - - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. - float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) - { - if (rect_pos.y > clip_rect.w + g.FontSize) - break; - if (rect_pos.y < clip_rect.y) - { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit - //p = p ? p + 1 : text_selected_end; - while (p < text_selected_end) - if (*p++ == '\n') - break; - } - else - { - ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); - rect.ClipWith(clip_rect); - if (rect.Overlaps(clip_rect)) - draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); - } - rect_pos.x = draw_pos.x - draw_scroll.x; - rect_pos.y += g.FontSize; - } - } - - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } - - // Draw blinking cursor - if (render_cursor) - { - state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) - { - g.PlatformImeData.WantVisible = true; - g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); - g.PlatformImeData.InputLineHeight = g.FontSize; - g.PlatformImeViewport = window->Viewport->ID; - } - } - } - else - { - // Render text only (no selection, no cursor) - if (is_multiline) - text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width - else if (!is_displaying_hint && g.ActiveId == id) - buf_display_end = buf_display + state->CurLenA; - else if (!is_displaying_hint) - buf_display_end = buf_display + strlen(buf_display); - - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } - } - - if (is_password && !is_displaying_hint) - PopFont(); - - if (is_multiline) - { - // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... - Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; - EndChild(); - item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); - g.CurrentItemFlags = backup_item_flags; - - // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... - // FIXME: This quite messy/tricky, should attempt to get rid of the child window. - EndGroup(); - if (g.LastItemData.ID == 0) - { - g.LastItemData.ID = id; - g.LastItemData.InFlags = item_data_backup.InFlags; - g.LastItemData.StatusFlags = item_data_backup.StatusFlags; - } - } - - // Log as text - if (g.LogEnabled && (!is_password || is_displaying_hint)) - { - LogSetNextTextDecoration("{", "}"); - LogRenderedText(&draw_pos, buf_display, buf_display_end); - } - - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) - MarkItemEdited(id); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; - else - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + const char* buf_end = NULL; + state->ID = id; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_Home, id); + SetKeyOwner(ImGuiKey_End, id); + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + SetShortcutRouting(ImGuiKey_Tab, id); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->Edited = false; + state->BufCapacityA = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb.row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, &state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->InitialTextA.Data) != 0) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + value_changed = true; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + } + } + + // Apply ASCII value + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer + // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + char* callback_buf = is_readonly ? buf : state->TextA.Data; + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (buf_dirty) + { + IM_ASSERT(!is_readonly); + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0) + { + g.LastItemData.ID = id; + g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), ImGuiChildFlags_Border)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + char buf[64] = ""; + if (undo_rec_type != ' ' && undo_rec->char_storage != -1) + ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif } //------------------------------------------------------------------------- @@ -4806,31 +5091,35 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) { - return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; } // ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. // Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) { - // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. - // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. - // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. - // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. - // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, - // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. - ImGuiContext& g = *GImGui; - if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) - return; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; - // When S == 0, H is undefined. - // When H == 1 it wraps around to 0. - if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) - *H = g.ColorEditLastHue; + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; - // When V == 0, S is undefined. - if (*V == 0.0f) - *S = g.ColorEditLastSat; + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; } // Edit colors components (each component in 0.0f..1.0f range). @@ -4838,255 +5127,269 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) // With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const float square_sz = GetFrameHeight(); - const float w_full = CalcItemWidth(); - const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_inputs = w_full - w_button; - const char* label_display_end = FindRenderedTextEnd(label); - g.NextItemData.ClearFlags(); - - BeginGroup(); - PushID(label); - - // If we're not showing any slider there's no point in doing any HSV conversions - const ImGuiColorEditFlags flags_untouched = flags; - if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; - - // Context menu: display and modify options (before defaults are applied) - if (!(flags & ImGuiColorEditFlags_NoOptions)) - ColorEditOptionsPopup(col, flags); - - // Read stored options - if (!(flags & ImGuiColorEditFlags_DisplayMask_)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); - if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); - if (!(flags & ImGuiColorEditFlags_PickerMask_)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); - if (!(flags & ImGuiColorEditFlags_InputMask_)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected - - const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; - const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; - const int components = alpha ? 4 : 3; - - // Convert to the formats we need - float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) - ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) - { - // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. - ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); - } - int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; - - bool value_changed = false; - bool value_changed_as_float = false; - - const ImVec2 pos = window->DC.CursorPos; - const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; - window->DC.CursorPos.x = pos.x + inputs_offset_x; - - if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) - { - // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); - - const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); - static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; - static const char* fmt_table_int[3][4] = - { - { "%3d", "%3d", "%3d", "%3d" }, // Short display - { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA - { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA - }; - static const char* fmt_table_float[3][4] = - { - { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display - { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA - { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA - }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; - - for (int n = 0; n < components; n++) - { - if (n > 0) - SameLine(0, style.ItemInnerSpacing.x); - SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); - - // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. - if (flags & ImGuiColorEditFlags_Float) - { - value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); - value_changed_as_float |= value_changed; - } - else - { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - } - } - else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) - { - // RGB Hexadecimal Input - char buf[64]; - if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); - else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); - SetNextItemWidth(w_inputs); - if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) - { - value_changed = true; - char* p = buf; - while (*p == '#' || ImCharIsBlankA(*p)) - p++; - i[0] = i[1] = i[2] = 0; - i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) - int r; - if (alpha) - r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) - else - r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); - IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - } - - ImGuiWindow* picker_active_window = NULL; - if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) - { - const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; - window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); - - const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); - if (ColorButton("##ColorButton", col_v4, flags)) - { - if (!(flags & ImGuiColorEditFlags_NoPicker)) - { - // Store current color and open a picker - g.ColorPickerRef = col_v4; - OpenPopup("picker"); - SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); - } - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - - if (BeginPopup("picker")) - { - picker_active_window = g.CurrentWindow; - if (label != label_display_end) - { - TextEx(label, label_display_end); - Spacing(); - } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? - value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); - EndPopup(); - } - } - - if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) - { - const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; - window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); - TextEx(label, label_display_end); - } - - // Convert back - if (value_changed && picker_active_window == NULL) - { - if (!value_changed_as_float) - for (int n = 0; n < 4; n++) - f[n] = i[n] / 255.0f; - if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) - { - g.ColorEditLastHue = f[0]; - g.ColorEditLastSat = f[1]; - ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); - } - if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) - ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - - col[0] = f[0]; - col[1] = f[1]; - col[2] = f[2]; - if (alpha) - col[3] = f[3]; - } - - PopID(); - EndGroup(); - - // Drag and Drop Target - // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) - { - bool accepted_drag_drop = false; - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) - { - memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 - value_changed = accepted_drag_drop = true; - } - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) - { - memcpy((float*)col, payload->Data, sizeof(float) * components); - value_changed = accepted_drag_drop = true; - } - - // Drag-drop payloads are always RGB - if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) - ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); - EndDragDropTarget(); - } - - // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). - if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) - g.LastItemData.ID = g.ActiveId; - - if (value_changed) - MarkItemEdited(g.LastItemData.ID); - - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; } bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) { - float col4[4] = { col[0], col[1], col[2], 1.0f }; - if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) - return false; - col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; - return true; + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; } // Helper for ColorPicker4() static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0, 0, 0, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255, 255, 255, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0, 0, 0, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255, 255, 255, alpha8)); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. @@ -5095,599 +5398,603 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 // FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImDrawList* draw_list = window->DrawList; - ImGuiStyle& style = g.Style; - ImGuiIO& io = g.IO; - - const float width = CalcItemWidth(); - g.NextItemData.ClearFlags(); - - PushID(label); - BeginGroup(); - - if (!(flags & ImGuiColorEditFlags_NoSidePreview)) - flags |= ImGuiColorEditFlags_NoSmallPreview; - - // Context menu: display and store options. - if (!(flags & ImGuiColorEditFlags_NoOptions)) - ColorPickerOptionsPopup(col, flags); - - // Read stored options - if (!(flags & ImGuiColorEditFlags_PickerMask_)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; - if (!(flags & ImGuiColorEditFlags_InputMask_)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected - if (!(flags & ImGuiColorEditFlags_NoOptions)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); - - // Setup - int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; - bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); - ImVec2 picker_pos = window->DC.CursorPos; - float square_sz = GetFrameHeight(); - float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box - float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; - float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); - - float backup_initial_col[4]; - memcpy(backup_initial_col, col, components * sizeof(float)); - - float wheel_thickness = sv_picker_size * 0.08f; - float wheel_r_outer = sv_picker_size * 0.50f; - float wheel_r_inner = wheel_r_outer - wheel_thickness; - ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width) * 0.5f, picker_pos.y + sv_picker_size * 0.5f); - - // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. - float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); - ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. - ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. - ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. - - float H = col[0], S = col[1], V = col[2]; - float R = col[0], G = col[1], B = col[2]; - if (flags & ImGuiColorEditFlags_InputRGB) - { - // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. - ColorConvertRGBtoHSV(R, G, B, H, S, V); - ColorEditRestoreHS(col, &H, &S, &V); - } - else if (flags & ImGuiColorEditFlags_InputHSV) - { - ColorConvertHSVtoRGB(H, S, V, R, G, B); - } - - bool value_changed = false, value_changed_h = false, value_changed_sv = false; - - PushItemFlag(ImGuiItemFlags_NoNav, true); - if (flags & ImGuiColorEditFlags_PickerHueWheel) - { - // Hue wheel + SV triangle logic - InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); - if (IsItemActive()) - { - ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; - ImVec2 current_off = g.IO.MousePos - wheel_center; - float initial_dist2 = ImLengthSqr(initial_off); - if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) - { - // Interactive with Hue wheel - H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; - if (H < 0.0f) - H += 1.0f; - value_changed = value_changed_h = true; - } - float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); - float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); - if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) - { - // Interacting with SV triangle - ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); - if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) - current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); - float uu, vv, ww; - ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); - V = ImClamp(1.0f - vv, 0.0001f, 1.0f); - S = ImClamp(uu / V, 0.0001f, 1.0f); - value_changed = value_changed_sv = true; - } - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - } - else if (flags & ImGuiColorEditFlags_PickerHueBar) - { - // SV rectangle logic - InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); - if (IsItemActive()) - { - S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); - V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); - - // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. - if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) - H = g.ColorEditLastHue; - value_changed = value_changed_sv = true; - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); - - // Hue bar logic - SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); - InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); - if (IsItemActive()) - { - H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); - value_changed = value_changed_h = true; - } - } - - // Alpha bar logic - if (alpha_bar) - { - SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); - InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); - if (IsItemActive()) - { - col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); - value_changed = true; - } - } - PopItemFlag(); // ImGuiItemFlags_NoNav - - if (!(flags & ImGuiColorEditFlags_NoSidePreview)) - { - SameLine(0, style.ItemInnerSpacing.x); - BeginGroup(); - } - - if (!(flags & ImGuiColorEditFlags_NoLabel)) - { - const char* label_display_end = FindRenderedTextEnd(label); - if (label != label_display_end) - { - if ((flags & ImGuiColorEditFlags_NoSidePreview)) - SameLine(0, style.ItemInnerSpacing.x); - TextEx(label, label_display_end); - } - } - - if (!(flags & ImGuiColorEditFlags_NoSidePreview)) - { - PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); - ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - if ((flags & ImGuiColorEditFlags_NoLabel)) - Text("Current"); - - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; - ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); - if (ref_col != NULL) - { - Text("Original"); - ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) - { - memcpy(col, ref_col, components * sizeof(float)); - value_changed = true; - } - } - PopItemFlag(); - EndGroup(); - } - - // Convert back color to RGB - if (value_changed_h || value_changed_sv) - { - if (flags & ImGuiColorEditFlags_InputRGB) - { - ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); - g.ColorEditLastHue = H; - g.ColorEditLastSat = S; - g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); - } - else if (flags & ImGuiColorEditFlags_InputHSV) - { - col[0] = H; - col[1] = S; - col[2] = V; - } - } - - // R,G,B and H,S,V slider color editor - bool value_changed_fix_hue_wrap = false; - if ((flags & ImGuiColorEditFlags_NoInputs) == 0) - { - PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; - ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) - { - // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. - // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) - value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); - value_changed = true; - } - if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); - if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); - PopItemWidth(); - } - - // Try to cancel hue wrap (after ColorEdit4 call), if any - if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) - { - float new_H, new_S, new_V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); - if (new_H <= 0 && H > 0) - { - if (new_V <= 0 && V != new_V) - ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); - else if (new_S <= 0) - ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); - } - } - - if (value_changed) - { - if (flags & ImGuiColorEditFlags_InputRGB) - { - R = col[0]; - G = col[1]; - B = col[2]; - ColorConvertRGBtoHSV(R, G, B, H, S, V); - ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. - } - else if (flags & ImGuiColorEditFlags_InputHSV) - { - H = col[0]; - S = col[1]; - V = col[2]; - ColorConvertHSVtoRGB(H, S, V, R, G, B); - } - } - - const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); - const ImU32 col_black = IM_COL32(0, 0, 0, style_alpha8); - const ImU32 col_white = IM_COL32(255, 255, 255, style_alpha8); - const ImU32 col_midgrey = IM_COL32(128, 128, 128, style_alpha8); - const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; - - ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - - ImVec2 sv_cursor_pos; - - if (flags & ImGuiColorEditFlags_PickerHueWheel) - { - // Render Hue Wheel - const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). - const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); - for (int n = 0; n < 6; n++) - { - const float a0 = (n) / 6.0f * 2.0f * IM_PI - aeps; - const float a1 = (n + 1.0f) / 6.0f * 2.0f * IM_PI + aeps; - const int vert_start_idx = draw_list->VtxBuffer.Size; - draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(col_white, 0, wheel_thickness); - const int vert_end_idx = draw_list->VtxBuffer.Size; - - // Paint colors over existing vertices - ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); - ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); - } - - // Render Cursor + preview on Hue Wheel - float cos_hue_angle = ImCos(H * 2.0f * IM_PI); - float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); - float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; - int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); - draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); - - // Render SV triangle (rotated according to hue) - ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); - ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); - ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); - ImVec2 uv_white = GetFontTexUvWhitePixel(); - draw_list->PrimReserve(6, 6); - draw_list->PrimVtx(tra, uv_white, hue_color32); - draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, col_white); - draw_list->PrimVtx(tra, uv_white, 0); - draw_list->PrimVtx(trb, uv_white, col_black); - draw_list->PrimVtx(trc, uv_white, 0); - draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); - sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); - } - else if (flags & ImGuiColorEditFlags_PickerHueBar) - { - // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); - - // Render Hue Bar - for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); - float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); - RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); - } - - // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) - float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); - - // Render alpha bar - if (alpha_bar) - { - float alpha = ImSaturate(col[3]); - ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); - RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); - } - - EndGroup(); - - if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) - value_changed = false; - if (value_changed) - MarkItemEdited(g.LastItemData.ID); - - PopID(); - - return value_changed; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; } // A little color square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. -bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiID id = window->GetID(desc_id); - float default_size = GetFrameHeight(); - if (size.x == 0.0f) - size.x = default_size; - if (size.y == 0.0f) - size.y = default_size; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); - if (!ItemAdd(bb, id)) - return false; - - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); - - if (flags & ImGuiColorEditFlags_NoAlpha) - flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); - - ImVec4 col_rgb = col; - if (flags & ImGuiColorEditFlags_InputHSV) - ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); - - ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); - float grid_step = ImMin(size.x, size.y) / 2.99f; - float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); - ImRect bb_inner = bb; - float off = 0.0f; - if ((flags & ImGuiColorEditFlags_NoBorder) == 0) - { - off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. - bb_inner.Expand(off); - } - if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) - { - float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); - } - else - { - // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; - if (col_source.w < 1.0f) - RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); - else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); - } - RenderNavHighlight(bb, id); - if ((flags & ImGuiColorEditFlags_NoBorder) == 0) - { - if (g.Style.FrameBorderSize > 0.0f) - RenderFrameBorder(bb.Min, bb.Max, rounding); - else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border - } - - // Drag and Drop Source - // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. - if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) - { - if (flags & ImGuiColorEditFlags_NoAlpha) - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); - else - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); - ColorButton(desc_id, col, flags); - SameLine(); - TextEx("Color"); - EndDragDropSource(); - } - - // Tooltip - if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - - return pressed; +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavHighlight(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; } // Initialize/override default color options void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { - ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) - flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; - if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) - flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; - if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) - flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; - if ((flags & ImGuiColorEditFlags_InputMask_) == 0) - flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected - g.ColorEditOptions = flags; + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; } // Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) { - ImGuiContext& g = *GImGui; - - BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); - const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; - if (text_end > text) - { - TextEx(text, text_end); - Separator(); - } - - ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); - ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); - SameLine(); - if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) - { - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); - else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); - } - else if (flags & ImGuiColorEditFlags_InputHSV) - { - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); - else - Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); - } - EndTooltip(); + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); } void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); - bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); - if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) - return; - ImGuiContext& g = *GImGui; - ImGuiColorEditFlags opts = g.ColorEditOptions; - if (allow_opt_inputs) - { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; - if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; - } - if (allow_opt_datatype) - { - if (allow_opt_inputs) Separator(); - if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; - if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; - } - - if (allow_opt_inputs || allow_opt_datatype) - Separator(); - if (Button("Copy as..", ImVec2(-1, 0))) - OpenPopup("Copy"); - if (BeginPopup("Copy")) - { - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - char buf[64]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - if (Selectable(buf)) - SetClipboardText(buf); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); - if (Selectable(buf)) - SetClipboardText(buf); - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); - if (Selectable(buf)) - SetClipboardText(buf); - if (!(flags & ImGuiColorEditFlags_NoAlpha)) - { - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); - if (Selectable(buf)) - SetClipboardText(buf); - } - EndPopup(); - } - - g.ColorEditOptions = opts; - EndPopup(); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + g.LockMarkEdited++; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); + g.LockMarkEdited--; } void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) { - bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); - bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); - if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) - return; - ImGuiContext& g = *GImGui; - if (allow_opt_picker) - { - ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function - PushItemWidth(picker_size.x); - for (int picker_type = 0; picker_type < 2; picker_type++) - { - // Draw small/thumbnail version of each picker type (over an invisible button for selection) - if (picker_type > 0) Separator(); - PushID(picker_type); - ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); - if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; - ImVec2 backup_pos = GetCursorScreenPos(); - if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup - g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); - SetCursorScreenPos(backup_pos); - ImVec4 previewing_ref_col; - memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); - ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); - PopID(); - } - PopItemWidth(); - } - if (allow_opt_alpha_bar) - { - if (allow_opt_picker) Separator(); - CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); - } - EndPopup(); + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + g.LockMarkEdited++; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); + g.LockMarkEdited--; } //------------------------------------------------------------------------- @@ -5707,405 +6014,446 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(str_id, 0, fmt, args); - va_end(args); - return is_open; + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; } bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); - va_end(args); - return is_open; + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; } bool ImGui::TreeNode(const char* label) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - return TreeNodeBehavior(window->GetID(label), 0, label, NULL); + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); } bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) { - return TreeNodeExV(str_id, 0, fmt, args); + return TreeNodeExV(str_id, 0, fmt, args); } bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) { - return TreeNodeExV(ptr_id, 0, fmt, args); + return TreeNodeExV(ptr_id, 0, fmt, args); } bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - return TreeNodeBehavior(window->GetID(label), flags, label, NULL); -} - -bool ImGui::TreeNodeEx(ImGuiID id, const char* label, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - return TreeNodeBehavior(id, flags, label, NULL); + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); } bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(str_id, flags, fmt, args); - va_end(args); - return is_open; + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; } bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); - va_end(args); - return is_open; + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; } bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); -} - -bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) -{ - if (flags & ImGuiTreeNodeFlags_Leaf) - return true; - - // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiStorage* storage = window->DC.StateStorage; - - bool is_open; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) - { - if (g.NextItemData.OpenCond & ImGuiCond_Always) - { - is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); - } - else - { - // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. - const int stored_value = storage->GetInt(id, -1); - if (stored_value == -1) - { - is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); - } - else - { - is_open = stored_value != 0; - } - } - } - else - { - is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; - } - - // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). - // NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) - is_open = true; - - return is_open; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); +} + +void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; } bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); - - if (!label_end) - label_end = FindRenderedTextEnd(label); - const ImVec2 label_size = CalcTextSize(label, label_end, false); - - // We vertically grow up to current line height up the typical widget height. - const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); - ImRect frame_bb; - frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; - frame_bb.Min.y = window->DC.CursorPos.y; - frame_bb.Max.x = window->WorkRect.Max.x; - frame_bb.Max.y = window->DC.CursorPos.y + frame_height; - if (display_frame) - { - // Framed header expand a little outside the default padding, to the edge of InnerClipRect - // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); - } - - const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing - const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser - ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); - ItemSize(ImVec2(text_width, frame_height), padding.y); - - // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - ImRect interact_bb = frame_bb; - if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) - interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; - - // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. - // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). - // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. - const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); - - bool item_add = ItemAdd(interact_bb, id); - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - g.LastItemData.DisplayRect = frame_bb; - - if (!item_add) - { - if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); - return is_open; - } - - ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; - if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - button_flags |= ImGuiButtonFlags_AllowItemOverlap; - if (!is_leaf) - button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - - // We allow clicking on the arrow section with keyboard modifiers held, in order to easily - // allow browsing a tree while preserving selection with code implementing multi-selection patterns. - // When clicking on the rest of the tree node we always disallow keyboard modifiers. - const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; - const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; - const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); - if (window != g.HoveredWindow || !is_mouse_x_over_arrow) - button_flags |= ImGuiButtonFlags_NoKeyModifiers; - - // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. - // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. - // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) - // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) - // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) - // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) - // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) - // It is rather standard that arrow click react on Down rather than Up. - // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. - if (is_mouse_x_over_arrow) - button_flags |= ImGuiButtonFlags_PressedOnClick; - else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - else - button_flags |= ImGuiButtonFlags_PressedOnClickRelease; - - bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; - const bool was_selected = selected; - - bool hovered, held; - bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - bool toggled = false; - if (!is_leaf) - { - if (pressed && g.DragDropHoldJustPressedId != id) - { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) - toggled = true; - if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job - if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) - toggled = true; - } - else if (pressed && g.DragDropHoldJustPressedId == id) - { - IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); - if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. - toggled = true; - } - - if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) - { - toggled = true; - NavMoveRequestCancel(); - } - if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? - { - toggled = true; - NavMoveRequestCancel(); - } - - if (toggled) - { - is_open = !is_open; - window->DC.StateStorage->SetInt(id, is_open); - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; - } - } - if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - SetItemAllowOverlap(); - - // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; - - // Render - const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; - if (display_frame) - { - // Framed type - 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); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - 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) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); - else // Leaf without bullet, left-adjusted text - text_pos.x -= text_offset_x; - if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) - frame_bb.Max.x -= g.FontSize + style.FramePadding.x; - - if (g.LogEnabled) - LogSetNextTextDecoration("###", "###"); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } - else - { - // Unframed typed for tree nodes - if (hovered || selected) - { - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); - } - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - 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) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); - if (g.LogEnabled) - LogSetNextTextDecoration(">", NULL); - RenderText(text_pos, label, label_end, false); - } - - if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); - return is_open; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + bool is_open = TreeNodeUpdateNextOpen(id, flags); + bool item_add = ItemAdd(interact_bb, id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + if (span_all_columns) + { + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + { + g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1); + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + nav_tree_node_data->ID = id; + nav_tree_node_data->InFlags = g.LastItemData.InFlags; + nav_tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + 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); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + 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) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x -padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + 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) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; } void ImGui::TreePush(const char* str_id) { - ImGuiWindow* window = GetCurrentWindow(); - Indent(); - window->DC.TreeDepth++; - PushID(str_id); + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); } void ImGui::TreePush(const void* ptr_id) { - ImGuiWindow* window = GetCurrentWindow(); - Indent(); - window->DC.TreeDepth++; - PushID(ptr_id); + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - Indent(); - window->DC.TreeDepth++; - PushOverrideID(id); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); } void ImGui::TreePop() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - Unindent(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); - window->DC.TreeDepth--; - ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); - // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) - { - SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); - NavMoveRequestCancel(); - } - window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request + { + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back()); + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data); + g.NavTreeNodeStack.pop_back(); + } + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; - IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. - PopID(); + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); } // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { - ImGuiContext& g = *GImGui; - return g.FontSize + (g.Style.FramePadding.x * 2.0f); + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); } // Set next TreeNode/CollapsingHeader open state. void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) - return; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; - g.NextItemData.OpenVal = is_open; - g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). // This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } // p_visible == NULL : regular collapsing header @@ -6114,35 +6462,35 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) // Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - if (p_visible && !*p_visible) - return false; - - ImGuiID id = window->GetID(label); - flags |= ImGuiTreeNodeFlags_CollapsingHeader; - if (p_visible) - flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; - bool is_open = TreeNodeBehavior(id, flags, label); - if (p_visible != NULL) - { - // Create a small overlapping close button - // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. - // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. - ImGuiContext& g = *GImGui; - ImGuiLastItemData last_item_backup = g.LastItemData; - float button_size = g.FontSize; - float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); - float button_y = g.LastItemData.Rect.Min.y; - ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); - if (CloseButton(close_button_id, ImVec2(button_x, button_y))) - *p_visible = false; - g.LastItemData = last_item_backup; - } - - return is_open; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; } //------------------------------------------------------------------------- @@ -6153,163 +6501,374 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. -// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. - ImGuiID id = window->GetID(label); - ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); - ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrLineTextBaseOffset; - ItemSize(size, 0.0f); - - // Fill horizontal space - // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. - const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; - const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; - const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; - if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) - size.x = ImMax(label_size.x, max_x - min_x); - - // Text stays at the submission position, but bounding box may be extended on both sides - const ImVec2 text_min = pos; - const ImVec2 text_max(min_x + size.x, pos.y + size.y); - - // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. - ImRect bb(min_x, pos.y, text_max.x, text_max.y); - if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) - { - const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; - const float spacing_y = style.ItemSpacing.y; - const float spacing_L = IM_FLOOR(spacing_x * 0.50f); - const float spacing_U = IM_FLOOR(spacing_y * 0.50f); - bb.Min.x -= spacing_L; - bb.Min.y -= spacing_U; - bb.Max.x += (spacing_x - spacing_L); - bb.Max.y += (spacing_y - spacing_U); - } - //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. - const float backup_clip_rect_min_x = window->ClipRect.Min.x; - const float backup_clip_rect_max_x = window->ClipRect.Max.x; - if (span_all_columns) - { - window->ClipRect.Min.x = window->ParentWorkRect.Min.x; - window->ClipRect.Max.x = window->ParentWorkRect.Max.x; - } - - const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); - if (span_all_columns) - { - window->ClipRect.Min.x = backup_clip_rect_min_x; - window->ClipRect.Max.x = backup_clip_rect_max_x; - } - - if (!item_add) - return false; - - const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - if (disabled_item && !disabled_global) // Only testing this as an optimization - BeginDisabled(); - - // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, - // which would be advantageous since most selectable are not selected. - if (span_all_columns && window->DC.CurrentColumns) - PushColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePushBackgroundChannel(); - - // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries - ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } - if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } - if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } - if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } - if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - - const bool was_selected = selected; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - - // Auto-select when moved into - // - This will be more fully fleshed in the range-select branch - // - This is not exposed as it won't nicely work with some user side handling of shift/control - // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons - // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) - // - (2) usage will fail with clipped items - // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. - if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) - if (g.NavJustMovedToId == id) - selected = pressed = true; - - // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard - if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) - { - if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) - { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) - g.NavDisableHighlight = true; - } - } - if (pressed) - MarkItemEdited(id); - - if (flags & ImGuiSelectableFlags_AllowItemOverlap) - SetItemAllowOverlap(); - - // In this branch, Selectable() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; - - // Render - if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) - hovered = true; - if (hovered || selected) - { - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(bb.Min, bb.Max, col, false, 0.0f); - } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); - - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePopBackgroundChannel(); - - RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); - - // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) - CloseCurrentPopup(); - - if (disabled_item && !disabled_global) - EndDisabled(); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return pressed; //-V1020 + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); + if (span_all_columns) + { + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + + if (!item_add) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + g.NavDisableHighlight = true; + } + } + if (pressed) + MarkItemEdited(id); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 } bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { - if (Selectable(label, *p_selected, flags, size_arg)) - { - *p_selected = !*p_selected; - return true; - } - return false; + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + NavRestoreHighlightAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif } + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + g.NextItemData.SelectionUserData = selection_user_data; +} + + //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- @@ -6318,122 +6877,110 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBox() //------------------------------------------------------------------------- +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" // Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - const ImGuiStyle& style = g.Style; - const ImGuiID id = GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - // Size default to hold ~7.25 items. - // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); - ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); - ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); - ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - g.NextItemData.ClearFlags(); - - if (!IsRectVisible(bb.Min, bb.Max)) - { - ItemSize(bb.GetSize(), style.FramePadding.y); - ItemAdd(bb, 0, &frame_bb); - return false; - } - - // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. - BeginGroup(); - if (label_size.x > 0.0f) - { - ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); - RenderText(label_pos, label); - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); - } - - BeginChildFrame(id, frame_bb.GetSize()); - return true; -} + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// OBSOLETED in 1.81 (from February 2021) -bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) -{ - // If height_in_items == -1, default height is maximum 7. - ImGuiContext& g = *GImGui; - float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; - ImVec2 size; - size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; - return BeginListBox(label, size); + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; } -#endif void ImGui::EndListBox() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); - IM_UNUSED(window); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); - EndChildFrame(); - EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) { - const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); - return value_changed; + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; } // This is merely a helper around BeginListBox(), EndListBox(). // Considering using those directly to submit custom data or store selection differently. -bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) -{ - ImGuiContext& g = *GImGui; - - // Calculate size from "height_in_items" - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - float height_in_items_f = height_in_items + 0.25f; - ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); - - if (!BeginListBox(label, size)) - return false; - - // Assume all items have even height (= 1 line of text). If you need items of different height, - // you can create a custom version of ListBox() in your code without using the clipper. - bool value_changed = false; - ImGuiListClipper clipper; - clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. - while (clipper.Step()) - for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - { - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; - - PushID(i); - const bool item_selected = (i == *current_item); - if (Selectable(item_text, item_selected)) - { - *current_item = i; - value_changed = true; - } - if (item_selected) - SetItemDefaultFocus(); - PopID(); - } - EndListBox(); - - if (value_changed) - MarkItemEdited(g.LastItemData.ID); - - return value_changed; +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; } //------------------------------------------------------------------------- @@ -6449,159 +6996,156 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- -int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return -1; - - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - if (frame_size.x == 0.0f) - frame_size.x = CalcItemWidth(); - if (frame_size.y == 0.0f) - frame_size.y = label_size.y + (style.FramePadding.y * 2); - - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); - const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0, &frame_bb)) - return -1; - const bool hovered = ItemHoverable(frame_bb, id); - - // Determine scale from values if not specified - if (scale_min == FLT_MAX || scale_max == FLT_MAX) - { - float v_min = FLT_MAX; - float v_max = -FLT_MAX; - for (int i = 0; i < values_count; i++) - { - const float v = values_getter(data, i); - if (v != v) // Ignore NaN values - continue; - v_min = ImMin(v_min, v); - v_max = ImMax(v_max, v); - } - if (scale_min == FLT_MAX) - scale_min = v_min; - if (scale_max == FLT_MAX) - scale_max = v_max; - } - - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - - const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; - int idx_hovered = -1; - if (values_count >= values_count_min) - { - int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); - int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); - - // Tooltip on hover - if (hovered && inner_bb.Contains(g.IO.MousePos)) - { - const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); - const int v_idx = (int)(t * item_count); - IM_ASSERT(v_idx >= 0 && v_idx < values_count); - - const float v0 = values_getter(data, (v_idx + values_offset) % values_count); - const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); - if (plot_type == ImGuiPlotType_Lines) - SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); - else if (plot_type == ImGuiPlotType_Histogram) - SetTooltip("%d: %8.4g", v_idx, v0); - idx_hovered = v_idx; - } - - const float t_step = 1.0f / (float)res_w; - const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); - - float v0 = values_getter(data, (0 + values_offset) % values_count); - float t0 = 0.0f; - ImVec2 tp0 = ImVec2(t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale)); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands - - const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); - const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); - - for (int n = 0; n < res_w; n++) - { - const float t1 = t0 + t_step; - const int v1_idx = (int)(t0 * item_count + 0.5f); - IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); - const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); - const ImVec2 tp1 = ImVec2(t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale)); - - // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. - ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); - ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); - if (plot_type == ImGuiPlotType_Lines) - { - window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); - } - else if (plot_type == ImGuiPlotType_Histogram) - { - if (pos1.x >= pos0.x + 2.0f) - pos1.x -= 1.0f; - window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); - } - - t0 = t1; - tp0 = tp1; - } - } - - // Text overlay - if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); - - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); - - // Return hovered index or -1 if none are hovered. - // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). - return idx_hovered; +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return -1; + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; } struct ImGuiPlotArrayGetterData { - const float* Values; - int Stride; + const float* Values; + int Stride; - ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } }; static float Plot_ArrayGetter(void* data, int idx) { - ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; - const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); - return v; + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; } void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { - ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { - PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { - ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { - PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } //------------------------------------------------------------------------- @@ -6613,31 +7157,31 @@ void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, void ImGui::Value(const char* prefix, bool b) { - Text("%s: %s", prefix, (b ? "true" : "false")); + Text("%s: %s", prefix, (b ? "true" : "false")); } void ImGui::Value(const char* prefix, int v) { - Text("%s: %d", prefix, v); + Text("%s: %d", prefix, v); } void ImGui::Value(const char* prefix, unsigned int v) { - Text("%s: %d", prefix, v); + Text("%s: %d", prefix, v); } void ImGui::Value(const char* prefix, float v, const char* float_format) { - if (float_format) - { - char fmt[64]; - ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); - Text(fmt, prefix, v); - } - else - { - Text("%s: %.3f", prefix, v); - } + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } } //------------------------------------------------------------------------- @@ -6657,46 +7201,44 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // Helpers for internal use void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) { - if (window_reappearing) - - - memset(Widths, 0, sizeof(Widths)); - Spacing = (ImU16)spacing; - CalcNextTotalWidth(true); - memset(Widths, 0, sizeof(Widths)); - TotalWidth = NextTotalWidth; - NextTotalWidth = 0; + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; } void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) { - ImU16 offset = 0; - bool want_spacing = false; - for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) - { - ImU16 width = Widths[i]; - if (want_spacing && width > 0) - offset += Spacing; - want_spacing |= (width > 0); - if (update_offsets) - { - if (i == 1) { OffsetLabel = offset; } - if (i == 2) { OffsetShortcut = offset; } - if (i == 3) { OffsetMark = offset; } - } - offset += width; - } - NextTotalWidth = offset; + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; } float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) { - Widths[0] = ImMax(Widths[0], (ImU16)w_icon); - Widths[1] = ImMax(Widths[1], (ImU16)w_label); - Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); - Widths[3] = ImMax(Widths[3], (ImU16)w_mark); - CalcNextTotalWidth(false); - return (float)ImMax(TotalWidth, NextTotalWidth); + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. @@ -6705,71 +7247,79 @@ float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcu // Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - if (!(window->Flags & ImGuiWindowFlags_MenuBar)) - return false; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; - IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore - PushID("##menubar"); + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); - // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. - // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. - ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); - clip_rect.ClipWith(window->OuterRectClipped); - PushClipRect(clip_rect.Min, clip_rect.Max, false); + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); - // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). - window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); - window->DC.LayoutType = ImGuiLayoutType_Horizontal; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.MenuBarAppending = true; - AlignTextToFramePadding(); - return true; + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; } void ImGui::EndMenuBar() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ImGuiContext& g = *GImGui; - - // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. - if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - { - // Try to find out if the request is for one of our child menu - ImGuiWindow* nav_earliest_child = g.NavWindow; - while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) - nav_earliest_child = nav_earliest_child->ParentWindow; - if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) - { - // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. - // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) - const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check - FocusWindow(window); - SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. - g.NavDisableMouseHover = g.NavMousePosDirty = true; - NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat - } - } - - IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" - IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); - IM_ASSERT(window->DC.MenuBarAppending); - PopClipRect(); - PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - g.GroupStack.back().EmitItem = false; - EndGroup(); // Restore position on layer 0 - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.MenuBarAppending = false; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; } // Important: calling order matters! @@ -6777,379 +7327,414 @@ void ImGui::EndMenuBar() // FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) { - IM_ASSERT(dir != ImGuiDir_None); - - ImGuiWindow* bar_window = FindWindowByName(name); - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); - if (bar_window == NULL || bar_window->BeginCount == 0) - { - // Calculate and set window size/position - ImRect avail_rect = viewport->GetBuildWorkRect(); - ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; - ImVec2 pos = avail_rect.Min; - if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) - pos[axis] = avail_rect.Max[axis] - axis_size; - ImVec2 size = avail_rect.GetSize(); - size[axis] = axis_size; - SetNextWindowPos(pos); - SetNextWindowSize(size); - - // Report our size into work area (for next frame) using actual window size - if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) - viewport->BuildWorkOffsetMin[axis] += axis_size; - else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) - viewport->BuildWorkOffsetMax[axis] -= axis_size; - } - - window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; - SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint - bool is_open = Begin(name, NULL, window_flags); - PopStyleVar(2); - - return is_open; + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; } bool ImGui::BeginMainMenuBar() { - ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); - // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change - SetCurrentViewport(NULL, viewport); + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); - // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. - // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? - // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - float height = GetFrameHeight(); - bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (is_open) - BeginMenuBar(); - else - End(); - return is_open; + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; } void ImGui::EndMainMenuBar() { - EndMenuBar(); + EndMenuBar(); - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window - // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) - FocusTopMostWindowUnderOne(g.NavWindow, NULL); + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); - End(); + End(); } static bool IsRootOfOpenMenuSet() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; - // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID. - // This would however prevent the use of e.g. PuhsID() user code submitting menus. - // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, - // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. - // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup - // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu. - const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; - return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); } bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); - - // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) - // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & ImGuiWindowFlags_ChildMenu) - flags |= ImGuiWindowFlags_ChildWindow; - - // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). - // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. - // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. - if (g.MenusIdSubmittedThisFrame.contains(id)) - { - if (menu_is_open) - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - else - g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values - return menu_is_open; - } - - // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu - g.MenusIdSubmittedThisFrame.push_back(id); - - ImVec2 label_size = CalcTextSize(label, NULL, true); - - // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) - const bool menuset_is_open = IsRootOfOpenMenuSet(); - ImGuiWindow* backed_nav_window = g.NavWindow; - if (menuset_is_open) - g.NavWindow = window; - - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, - // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). - // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. - ImVec2 popup_pos, pos = window->DC.CursorPos; - PushID(label); - if (!enabled) - BeginDisabled(); - const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; - bool pressed; - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - { - // Menu inside an horizontal menu bar - // Selectable extend their highlight by half ItemSpacing in each direction. - // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - float w = label_size.x; - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); - RenderText(text_pos, label); - PopStyleVar(); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). - } - else - { - // Menu inside a regular/vertical menu - // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. - popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); - RenderText(text_pos, label); - if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); - RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); - } - if (!enabled) - EndDisabled(); - - const bool hovered = (g.HoveredId == id) && enabled; - if (menuset_is_open) - g.NavWindow = backed_nav_window; - - bool want_open = false; - bool want_close = false; - if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) - { - // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu - // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_toward_other_child_menu = false; - ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; - if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) - { - float ref_unit = g.FontSize; // FIXME-DPI - ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); - ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); - moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] - } - if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) - want_close = true; - - // Open - if (!menu_is_open && pressed) // Click/activate to open - want_open = true; - else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open - want_open = true; - if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open - { - want_open = true; - NavMoveRequestCancel(); - } - } - else - { - // Menu bar - if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it - { - want_close = true; - want_open = menu_is_open = false; - } - else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others - { - want_open = true; - } - else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open - { - want_open = true; - NavMoveRequestCancel(); - } - } - - if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' - want_close = true; - if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) - ClosePopupToLevel(g.BeginPopupStack.Size, true); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); - PopID(); - - if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) - { - // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. - OpenPopup(label); - return false; - } - - menu_is_open |= want_open; - if (want_open) - OpenPopup(label); - - if (menu_is_open) - { - SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. - PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - PopStyleVar(); - } - else - { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values - } - - return menu_is_open; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; } bool ImGui::BeginMenu(const char* label, bool enabled) { - return BeginMenuEx(label, NULL, enabled); + return BeginMenuEx(label, NULL, enabled); } void ImGui::EndMenu() { - // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). - // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. - // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } - EndPopup(); + EndPopup(); } bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImVec2 pos = window->DC.CursorPos; - ImVec2 label_size = CalcTextSize(label, NULL, true); - - const bool menuset_is_open = IsRootOfOpenMenuSet(); - ImGuiWindow* backed_nav_window = g.NavWindow; - if (menuset_is_open) - g.NavWindow = window; - - // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), - // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. - bool pressed; - PushID(label); - if (!enabled) - BeginDisabled(); - - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; - const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - { - // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful - // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. - float w = label_size.x; - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); - PopStyleVar(); - RenderText(text_pos, label); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). - } - else - { - // Menu item inside a vertical menu - // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. - float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; - float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame - float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); - if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); - if (shortcut_w > 0.0f) - { - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); - PopStyleColor(); - } - if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); - } - IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); - if (!enabled) - EndDisabled(); - PopID(); - if (menuset_is_open) - g.NavWindow = backed_nav_window; - - return pressed; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; } bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) { - return MenuItemEx(label, NULL, shortcut, selected, enabled); + return MenuItemEx(label, NULL, shortcut, selected, enabled); } bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) { - if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) - { - if (p_selected) - *p_selected = !*p_selected; - return true; - } - return false; + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; } //------------------------------------------------------------------------- @@ -7162,748 +7747,803 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarCalcTabID() [Internal] // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] // - TabBarAddTab() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] -// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] // - TabBarScrollingButtons() [Internal] // - TabBarTabListPopupButton() [Internal] //------------------------------------------------------------------------- struct ImGuiTabBarSection { - int TabCount; // Number of tabs in this section. - float Width; // Sum of width of tabs in this section (after shrinking down) - float Spacing; // Horizontal spacing at the end of the section. + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. - ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } }; namespace ImGui { - static void TabBarLayout(ImGuiTabBar* tab_bar); - static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); - static float TabBarCalcMaxTabWidth(); - static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); - static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); - static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } ImGuiTabBar::ImGuiTabBar() { - memset(this, 0, sizeof(*this)); - CurrFrameVisible = PrevFrameVisible = -1; - LastTabItemIdx = -1; + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; } static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) { - return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; } static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { - const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; - const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = TabItemGetSectionIdx(a); - const int b_section = TabItemGetSectionIdx(b); - if (a_section != b_section) - return a_section - b_section; - return (int)(a->IndexDuringLayout - b->IndexDuringLayout); + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); } static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) { - const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; - const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - return (int)(a->BeginOrder - b->BeginOrder); + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); } static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { - ImGuiContext& g = *GImGui; - return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; - if (g.TabBars.Contains(tab_bar)) - return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); - return ImGuiPtrOrIndex(tab_bar); + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - - ImGuiID id = window->GetID(str_id); - ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); - tab_bar->ID = id; - return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); -} - -bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - - if ((flags & ImGuiTabBarFlags_DockNode) == 0) - PushOverrideID(tab_bar->ID); - - // Add to stack - g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); - g.CurrentTabBar = tab_bar; - - // Append with multiple BeginTabBar()/EndTabBar() pairs. - tab_bar->BackupCursorPos = window->DC.CursorPos; - if (tab_bar->CurrFrameVisible == g.FrameCount) - { - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); - tab_bar->BeginCount++; - return true; - } - - // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable - if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); - tab_bar->TabsAddedNew = false; - - // Flags - if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) - flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - - tab_bar->Flags = flags; - tab_bar->BarRect = tab_bar_bb; - tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() - tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; - tab_bar->CurrFrameVisible = g.FrameCount; - tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; - tab_bar->CurrTabsContentsHeight = 0.0f; - tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; - tab_bar->FramePadding = g.Style.FramePadding; - tab_bar->TabsActiveCount = 0; - tab_bar->BeginCount = 1; - - // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); - - // Draw separator - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); - const float y = tab_bar->BarRect.Max.y - 1.0f; - if (dock_node != NULL) - { - const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; - const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; - window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); - } - else - { - const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); - const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); - window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); - } - return true; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; } void ImGui::EndTabBar() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); - return; - } - - // Fallback in case no TabItem have been submitted - if (tab_bar->WantLayout) - TabBarLayout(tab_bar); - - // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). - const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); - if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - { - tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; - } - else - { - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; - } - if (tab_bar->BeginCount > 1) - window->DC.CursorPos = tab_bar->BackupCursorPos; - - if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) - PopID(); - - g.CurrentTabBarStack.pop_back(); - g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; } // This is called only once a frame before by the first call to ItemTab() // The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; - tab_bar->WantLayout = false; - - // Garbage collect by compacting list - // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) - int tab_dst_n = 0; - bool need_sort_by_section = false; - ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing - for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; - if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) - { - // Remove tab - if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } - if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } - if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } - continue; - } - if (tab_dst_n != tab_src_n) - tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; - - tab = &tab_bar->Tabs[tab_dst_n]; - tab->IndexDuringLayout = (ImS16)tab_dst_n; - - // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) - int curr_tab_section_n = TabItemGetSectionIdx(tab); - if (tab_dst_n > 0) - { - ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; - int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); - if (curr_tab_section_n == 0 && prev_tab_section_n != 0) - need_sort_by_section = true; - if (prev_tab_section_n == 2 && curr_tab_section_n != 2) - need_sort_by_section = true; - } - - sections[curr_tab_section_n].TabCount++; - tab_dst_n++; - } - if (tab_bar->Tabs.Size != tab_dst_n) - tab_bar->Tabs.resize(tab_dst_n); - - if (need_sort_by_section) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); - - // Calculate spacing between sections - sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; - sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; - - // Setup next selected tab - ImGuiID scroll_to_tab_id = 0; - if (tab_bar->NextSelectedTabId) - { - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; - tab_bar->NextSelectedTabId = 0; - scroll_to_tab_id = tab_bar->SelectedTabId; - } - - // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). - if (tab_bar->ReorderRequestTabId != 0) - { - if (TabBarProcessReorder(tab_bar)) - if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) - scroll_to_tab_id = tab_bar->ReorderRequestTabId; - tab_bar->ReorderRequestTabId = 0; - } - - // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) - const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; - if (tab_list_popup_button) - if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! - scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - - // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central - // (whereas our tabs are stored as: leading, central, trailing) - int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; - g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); - - // Compute ideal tabs widths + store them into shrink buffer - ImGuiTabItem* most_recently_selected_tab = NULL; - int curr_section_n = -1; - bool found_selected_tab_id = false; - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); - - if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) - most_recently_selected_tab = tab; - if (tab->ID == tab_bar->SelectedTabId) - found_selected_tab_id = true; - if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_to_tab_id = tab->ID; - - // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. - // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, - // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. - const char* tab_name = tab_bar->GetTabName(tab); - const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0; - tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - - int section_n = TabItemGetSectionIdx(tab); - ImGuiTabBarSection* section = §ions[section_n]; - section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); - curr_section_n = section_n; - - // Store data so we can build an array sorted by width if we need to shrink tabs down - IM_MSVC_WARNING_SUPPRESS(6385); - int shrink_buffer_index = shrink_buffer_indexes[section_n]++; - g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; - g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; - - IM_ASSERT(tab->ContentWidth > 0.0f); - tab->Width = tab->ContentWidth; - } - - // Compute total ideal width (used for e.g. auto-resizing a window) - tab_bar->WidthAllTabsIdeal = 0.0f; - for (int section_n = 0; section_n < 3; section_n++) - tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; - - // Horizontal scrolling buttons - // (note that TabBarScrollButtons() will alter BarRect.Max.x) - if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) - if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) - { - scroll_to_tab_id = scroll_and_select_tab->ID; - if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) - tab_bar->SelectedTabId = scroll_to_tab_id; - } - - // Shrink widths if full tabs don't fit in their allocated space - float section_0_w = sections[0].Width + sections[0].Spacing; - float section_1_w = sections[1].Width + sections[1].Spacing; - float section_2_w = sections[2].Width + sections[2].Spacing; - bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); - float width_excess; - if (central_section_is_visible) - width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section - else - width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section - - // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore - if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) - { - int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); - int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); - ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); - - // Apply shrunk values into tabs and sections - for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; - float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); - if (shrinked_width < 0.0f) - continue; - - int section_n = TabItemGetSectionIdx(tab); - sections[section_n].Width -= (tab->Width - shrinked_width); - tab->Width = shrinked_width; - } - } - - // Layout all active tabs - int section_tab_index = 0; - float tab_offset = 0.0f; - tab_bar->WidthAllTabs = 0.0f; - for (int section_n = 0; section_n < 3; section_n++) - { - ImGuiTabBarSection* section = §ions[section_n]; - if (section_n == 2) - tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); - - for (int tab_n = 0; tab_n < section->TabCount; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; - tab->Offset = tab_offset; - tab->NameOffset = -1; - tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); - } - tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); - tab_offset += section->Spacing; - section_tab_index += section->TabCount; - } - - // Clear name buffers - tab_bar->TabsNames.Buf.resize(0); - - // If we have lost the selected tab, select the next most recently active one - if (found_selected_tab_id == false) - tab_bar->SelectedTabId = 0; - if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) - scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; - - // Lock in visible tab - tab_bar->VisibleTabId = tab_bar->SelectedTabId; - tab_bar->VisibleTabWasSubmitted = false; - - // CTRL+TAB can override visible tab temporarily - if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) - tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID; - - // Update scrolling - if (scroll_to_tab_id != 0) - TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); - tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); - tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); - if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) - { - // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. - // Teleport if we are aiming far off the visible line - tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); - tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); - const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); - tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); - } - else - { - tab_bar->ScrollingSpeed = 0.0f; - } - tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; - tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; - - // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) - ImGuiWindow* window = g.CurrentWindow; - window->DC.CursorPos = tab_bar->BarRect.Min; - ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); - window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); -} - -// Dockable uses Name/ID in the global namespace. Non-dockable items use the ID stack. + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { - if (docked_window != NULL) - { - IM_UNUSED(tab_bar); - IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); - ImGuiID id = docked_window->TabId; - KeepAliveID(id); - return id; - } - else - { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(label); - } + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } } static float ImGui::TabBarCalcMaxTabWidth() { - ImGuiContext& g = *GImGui; - return g.FontSize * 20.0f; + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; } ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) { - if (tab_id != 0) - for (int n = 0; n < tab_bar->Tabs.Size; n++) - if (tab_bar->Tabs[n].ID == tab_id) - return &tab_bar->Tabs[n]; - return NULL; + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; } // FIXME: See references to #2304 in TODO.txt ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) { - ImGuiTabItem* most_recently_selected_tab = NULL; - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) - if (tab->Window && tab->Window->WasActive) - most_recently_selected_tab = tab; - } - return most_recently_selected_tab; + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; } // The purpose of this call is to register tab in advance so we can control their order at the time they appear. // Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); - IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) - if (!window->HasCloseButton) - tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. - ImGuiTabItem new_tab; - new_tab.ID = window->TabId; - new_tab.Flags = tab_flags; - new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab - if (new_tab.LastFrameVisible == -1) - new_tab.LastFrameVisible = g.FrameCount - 1; - new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission - tab_bar->Tabs.push_back(new_tab); + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); } -// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) - tab_bar->Tabs.erase(tab); - if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } - if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } - if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } } // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); - if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) - { - // This will remove a frame of lag for selecting another tab on closure. - // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure - tab->WantClose = true; - if (tab_bar->VisibleTabId == tab->ID) - { - tab->LastFrameVisible = -1; - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; - } - } - else - { - // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) - if (tab_bar->VisibleTabId != tab->ID) - tab_bar->NextSelectedTabId = tab->ID; - } + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } } static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) { - scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); - return ImMax(scrolling, 0.0f); + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); } // Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { - ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); - if (tab == NULL) - return; - if (tab->Flags & ImGuiTabItemFlags_SectionMask_) - return; - - ImGuiContext& g = *GImGui; - float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) - int order = tab_bar->GetTabOrder(tab); - - // Scrolling happens only in the central section (leading/trailing sections are not scrolling) - // FIXME: This is all confusing. - float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; - - // We make all tabs positions all relative Sections[0].Width to make code simpler - float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); - float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); - tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) - { - // Scroll to the left - tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); - tab_bar->ScrollingTarget = tab_x1; - } - else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) - { - // Scroll to the right - tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); - tab_bar->ScrollingTarget = tab_x2 - scrollable_width; - } -} - -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) -{ - IM_ASSERT(offset != 0); - IM_ASSERT(tab_bar->ReorderRequestTabId == 0); - tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestOffset = (ImS16)offset; -} - -void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(tab_bar->ReorderRequestTabId == 0); - if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) - return; - - const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; - const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); - - // Count number of contiguous tabs we are crossing over - const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; - const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); - int dst_idx = src_idx; - for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) - { - // Reordered tabs must share the same section - const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; - if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) - break; - if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) - break; - dst_idx = i; - - // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. - const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; - const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; - //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); - if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) - break; - } - - if (dst_idx != src_idx) - TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) { - ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); - if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) - return false; + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; - //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; - if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) - return false; + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; - // Reordered tabs must share the same section - // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) - ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; - if (tab2->Flags & ImGuiTabItemFlags_NoReorder) - return false; - if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) - return false; + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; - ImGuiTabItem item_tmp = *tab1; - ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; - ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; - const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; - memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); - *tab2 = item_tmp; + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; - if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) - MarkIniSettingsDirty(); - return true; + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); - const float scrolling_buttons_width = arrow_button_size.x * 2.0f; - - const ImVec2 backup_cursor_pos = window->DC.CursorPos; - //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); - - int select_dir = 0; - ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; - arrow_col.w *= 0.5f; - - PushStyleColor(ImGuiCol_Text, arrow_col); - PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - const float backup_repeat_delay = g.IO.KeyRepeatDelay; - const float backup_repeat_rate = g.IO.KeyRepeatRate; - g.IO.KeyRepeatDelay = 0.250f; - g.IO.KeyRepeatRate = 0.200f; - float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); - window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) - select_dir = -1; - window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) - select_dir = +1; - PopStyleColor(2); - g.IO.KeyRepeatRate = backup_repeat_rate; - g.IO.KeyRepeatDelay = backup_repeat_delay; - - ImGuiTabItem* tab_to_scroll_to = NULL; - if (select_dir != 0) - if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) - { - int selected_order = tab_bar->GetTabOrder(tab_item); - int target_order = selected_order + select_dir; - - // Skip tab item buttons until another tab item is found or end is reached - while (tab_to_scroll_to == NULL) - { - // If we are at the end of the list, still scroll to make our tab visible - tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; - - // Cross through buttons - // (even if first/last item is a button, return it so we can update the scroll) - if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) - { - target_order += select_dir; - selected_order += select_dir; - tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; - } - } - } - window->DC.CursorPos = backup_cursor_pos; - tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; - - return tab_to_scroll_to; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; } static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // We use g.Style.FramePadding.y to match the square ArrowButton size - const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; - const ImVec2 backup_cursor_pos = window->DC.CursorPos; - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); - tab_bar->BarRect.Min.x += tab_list_popup_button_width; - - ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; - arrow_col.w *= 0.5f; - PushStyleColor(ImGuiCol_Text, arrow_col); - PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); - PopStyleColor(2); - - ImGuiTabItem* tab_to_select = NULL; - if (open) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - if (tab->Flags & ImGuiTabItemFlags_Button) - continue; - - const char* tab_name = tab_bar->GetTabName(tab); - if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) - tab_to_select = tab; - } - EndCombo(); - } - - window->DC.CursorPos = backup_cursor_pos; - return tab_to_select; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; } //------------------------------------------------------------------------- @@ -7921,345 +8561,343 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; - } - IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! - bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); - if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) - { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) - } - return ret; + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; } void ImGui::EndTabItem() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; - ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return; - } - IM_ASSERT(tab_bar->LastTabItemIdx >= 0); - ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - PopID(); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); } bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; - } - return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { - // Layout whole tab bar if not already done - if (tab_bar->WantLayout) - TabBarLayout(tab_bar); - - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - - const ImGuiStyle& style = g.Style; - const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); - - // If the user called us with *p_open == false, we early out and don't render. - // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - if (p_open && !*p_open) - { - ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); - return false; - } - - IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); - IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing - - // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) - if (flags & ImGuiTabItemFlags_NoCloseButton) - p_open = NULL; - else if (p_open == NULL) - flags |= ImGuiTabItemFlags_NoCloseButton; - - // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); - - // Acquire tab data - ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); - bool tab_is_new = false; - if (tab == NULL) - { - tab_bar->Tabs.push_back(ImGuiTabItem()); - tab = &tab_bar->Tabs.back(); - tab->ID = id; - tab->Width = size.x; - tab_bar->TabsAddedNew = true; - tab_is_new = true; - } - tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); - tab->ContentWidth = size.x; - tab->BeginOrder = tab_bar->TabsActiveCount++; - - const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); - const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; - const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); - const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; - tab->LastFrameVisible = g.FrameCount; - tab->Flags = flags; - tab->Window = docked_window; - - // Append name with zero-terminator - // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) - if (tab->Window != NULL) - { - IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); - tab->NameOffset = -1; - } - else - { - IM_ASSERT(tab->Window == NULL); - tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. - } - - // Update selected tab - if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) - if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; // New tabs gets activated - if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; - - // Lock visibility - // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) - bool tab_contents_visible = (tab_bar->VisibleTabId == id); - if (tab_contents_visible) - tab_bar->VisibleTabWasSubmitted = true; - - // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches - if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) - if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) - tab_contents_visible = true; - - // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted - // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. - if (tab_appearing && (!tab_bar_appearing || tab_is_new)) - { - ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); - if (is_tab_button) - return false; - return tab_contents_visible; - } - - if (tab_bar->SelectedTabId == id) - tab->LastFrameSelected = g.FrameCount; - - // Backup current layout position - const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; - - // Layout - const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; - size.x = tab->Width; - if (is_central_section) - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); - else - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); - ImVec2 pos = window->DC.CursorPos; - ImRect bb(pos, pos + size); - - // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); - if (want_clip_rect) - PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); - - ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; - ItemSize(bb.GetSize(), style.FramePadding.y); - window->DC.CursorMaxPos = backup_cursor_max_pos; - - if (!ItemAdd(bb, id)) - { - if (want_clip_rect) - PopClipRect(); - window->DC.CursorPos = backup_main_cursor_pos; - return tab_contents_visible; - } - - // Click to Select a tab - ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); - if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this - button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - if (pressed && !is_tab_button) - tab_bar->NextSelectedTabId = id; - - // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() - // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. - if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) - g.ActiveIdWindow = docked_window; - - // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) - if (g.ActiveId != id) - SetItemAllowOverlap(); - - // Drag and drop a single floating window node moves it - ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; - const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); - if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) - { - // Move - StartMouseMovingWindow(docked_window); - } - else if (held && !tab_appearing && IsMouseDragging(0)) - { - // Drag and drop: re-order tabs - int drag_dir = 0; - float drag_distance_from_edge_x = 0.0f; - if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) - { - // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x - if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) - { - drag_dir = -1; - drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; - TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); - } - else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) - { - drag_dir = +1; - drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; - TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); - } - } - - // Extract a Dockable window out of it's tab bar - if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) - { - // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar - bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); - if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) - { - float threshold_base = g.FontSize; - float threshold_x = (threshold_base * 2.2f); - float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); - //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] - - float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); - if (distance_from_edge_y >= threshold_y) - undocking_tab = true; - if (drag_distance_from_edge_x > threshold_x) - if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) - undocking_tab = true; - } - - if (undocking_tab) - { - // Undock - // FIXME: refactor to share more code with e.g. StartMouseMovingWindow - DockContextQueueUndockWindow(&g, docked_window); - g.MovingWindow = docked_window; - SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); - g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; - g.ActiveIdNoClearOnFocusLoss = true; - SetActiveIdUsingNavAndKeys(); - } - } - } + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) - { - // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); - display_draw_list = GetForegroundDrawList(window); - TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); - } + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } #endif - // Render tab shape - ImDrawList* display_draw_list = window->DrawList; - const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); - TabItemBackground(display_draw_list, bb, flags, tab_col); - RenderNavHighlight(bb, id); - - // #VOLT - const ImU32 tabTopCol = GetColorU32((held || hovered) ? ((tab_contents_visible && tab_bar_focused) ? ImGuiCol_TabTop : ImGuiCol_TabHovered) : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabTop : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); - display_draw_list->AddRectFilled(bb.Min, { bb.Max.x, bb.Max.y - 22.f }, tabTopCol); - // #VOLT - - // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. - const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); - if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; - - if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) - flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; - - // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; - bool just_closed; - bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); - if (just_closed && p_open != NULL) - { - *p_open = false; - TabBarCloseTab(tab_bar, tab); - } - - // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) - // That state is copied to window->DockTabItemStatusFlags by our caller. - if (docked_window && (hovered || g.HoveredId == close_button_id)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; - - // Restore main window position so user can draw there - if (want_clip_rect) - PopClipRect(); - window->DC.CursorPos = backup_main_cursor_pos; - - // Tooltip - // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) - // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) - // FIXME: This is a mess. - // FIXME: We may want disabled tab to still display the tooltip? - if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) - if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) - SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); - - IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected - if (is_tab_button) - return pressed; - return tab_contents_visible; + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; } // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. @@ -8267,152 +8905,155 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Tabs closed by the close button will automatically be flagged to avoid this issue. void ImGui::SetTabItemClosed(const char* label) { - ImGuiContext& g = *GImGui; - bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); - if (is_within_manual_tab_bar) - { - ImGuiTabBar* tab_bar = g.CurrentTabBar; - ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) - tab->WantClose = true; // Will be processed by next call to TabBarLayout() - } - else if (ImGuiWindow* window = FindWindowByName(label)) - { - if (window->DockIsActive) - if (ImGuiDockNode* node = window->DockNode) - { - ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); - TabBarRemoveTab(node->TabBar, tab_id); - window->DockTabWantClose = true; - } - } -} - -ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) -{ - ImGuiContext& g = *GImGui; - ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); - if (has_close_button) - size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. - else - size.x += g.Style.FramePadding.x + 1.0f; - return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); } void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) { - // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. - ImGuiContext& g = *GImGui; - const float width = bb.GetWidth(); - IM_UNUSED(flags); - IM_ASSERT(width > 0.0f); - const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); - const float y1 = bb.Min.y + 1.0f; - const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); - draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); - draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); - draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); - draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); - draw_list->PathFillConvex(col); - if (g.Style.TabBorderSize > 0.0f) - { - draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); - draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); - draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); - draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); - draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); - } + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } } // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) { - ImGuiContext& g = *GImGui; - ImVec2 label_size = CalcTextSize(label, NULL, true); + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); - if (out_just_closed) - *out_just_closed = false; - if (out_text_clipped) - *out_text_clipped = false; + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; - if (bb.GetWidth() <= 1.0f) - return; + if (bb.GetWidth() <= 1.0f) + return; - // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) - // But right now if you want to alter text color of tabs this is what you need to do. + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. #if 0 - const float backup_alpha = g.Style.Alpha; - if (!is_contents_visible) - g.Style.Alpha *= 0.7f; + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; #endif - // Render text label (with clipping + alpha gradient) + unsaved marker - ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); - ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; - - // Return clipped state ignoring the close button - if (out_text_clipped) - { - *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; - //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); - } - - const float button_sz = g.FontSize; - const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); - - // Close Button & Unsaved Marker - // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() - // 'hovered' will be true when hovering the Tab but NOT when hovering the close button - // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button - // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false - bool close_button_pressed = false; - bool close_button_visible = false; - if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) - close_button_visible = true; - bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); - - if (close_button_visible) - { - ImGuiLastItemData last_item_backup = g.LastItemData; - PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); - if (CloseButton(close_button_id, button_pos)) - close_button_pressed = true; - PopStyleVar(); - g.LastItemData = last_item_backup; - - // Close with middle mouse button - if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) - close_button_pressed = true; - } - else if (unsaved_marker_visible) - { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); - RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); - } - - // This is all rather complicated - // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) - // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. - float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; - if (close_button_visible || unsaved_marker_visible) - { - text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); - text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; - ellipsis_max_x = text_pixel_clip_bb.Max.x; - } - RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); #if 0 - if (!is_contents_visible) - g.Style.Alpha = backup_alpha; + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; #endif - if (out_just_closed) - *out_just_closed = close_button_pressed; + if (out_just_closed) + *out_just_closed = close_button_pressed; } diff --git a/Volt/Volt/vendor/imgui/imstb_rectpack.h b/Volt/Volt/vendor/imgui/imstb_rectpack.h index 98afeb3b0..f6917e7a6 100644 --- a/Volt/Volt/vendor/imgui/imstb_rectpack.h +++ b/Volt/Volt/vendor/imgui/imstb_rectpack.h @@ -1,15 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 1.00. -// Those changes would need to be pushed into nothings/stb: -// - Added STBRP__CDECL +// This is a slightly modified version of stb_rect_pack.h 1.01. // Grep for [DEAR IMGUI] to find the changes. - -// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. // Does not do rotation. // +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// // Not necessarily the awesomest packing method, but better than // the totally naive one in stb_truetype (which is primarily what // this is meant to replace). @@ -41,6 +45,7 @@ // // Version history: // +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result @@ -77,119 +82,118 @@ extern "C" { #endif - typedef struct stbrp_context stbrp_context; - typedef struct stbrp_node stbrp_node; - typedef struct stbrp_rect stbrp_rect; +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; -#ifdef STBRP_LARGE_RECTS - typedef int stbrp_coord; -#else - typedef unsigned short stbrp_coord; -#endif +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; - STBRP_DEF int stbrp_pack_rects(stbrp_context* context, stbrp_rect* rects, int num_rects); - // Assign packed locations to rectangles. The rectangles are of type - // 'stbrp_rect' defined below, stored in the array 'rects', and there - // are 'num_rects' many of them. - // - // Rectangles which are successfully packed have the 'was_packed' flag - // set to a non-zero value and 'x' and 'y' store the minimum location - // on each axis (i.e. bottom-left in cartesian coordinates, top-left - // if you imagine y increasing downwards). Rectangles which do not fit - // have the 'was_packed' flag set to 0. - // - // You should not try to access the 'rects' array from another thread - // while this function is running, as the function temporarily reorders - // the array while it executes. - // - // To pack into another rectangle, you need to call stbrp_init_target - // again. To continue packing into the same rectangle, you can call - // this function again. Calling this multiple times with multiple rect - // arrays will probably produce worse packing results than calling it - // a single time with the full rectangle array, but the option is - // available. - // - // The function returns 1 if all of the rectangles were successfully - // packed and 0 otherwise. - - struct stbrp_rect - { - // reserved for your use: - int id; - - // input: - stbrp_coord w, h; - - // output: - stbrp_coord x, y; - int was_packed; // non-zero if valid packing - - }; // 16 bytes, nominally - - - STBRP_DEF void stbrp_init_target(stbrp_context* context, int width, int height, stbrp_node* nodes, int num_nodes); - // Initialize a rectangle packer to: - // pack a rectangle that is 'width' by 'height' in dimensions - // using temporary storage provided by the array 'nodes', which is 'num_nodes' long - // - // You must call this function every time you start packing into a new target. - // - // There is no "shutdown" function. The 'nodes' memory must stay valid for - // the following stbrp_pack_rects() call (or calls), but can be freed after - // the call (or calls) finish. - // - // Note: to guarantee best results, either: - // 1. make sure 'num_nodes' >= 'width' - // or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' - // - // If you don't do either of the above things, widths will be quantized to multiples - // of small integers to guarantee the algorithm doesn't run out of temporary storage. - // - // If you do #2, then the non-quantized algorithm will be used, but the algorithm - // may run out of temporary storage and be unable to pack some rectangles. - - STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context* context, int allow_out_of_mem); - // Optionally call this function after init but before doing any packing to - // change the handling of the out-of-temp-memory scenario, described above. - // If you call init again, this will be reset to the default (false). - - - STBRP_DEF void stbrp_setup_heuristic(stbrp_context* context, int heuristic); - // Optionally select which packing heuristic the library should use. Different - // heuristics will produce better/worse results for different data sets. - // If you call init again, this will be reset to the default. - - enum - { - STBRP_HEURISTIC_Skyline_default = 0, - STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, - STBRP_HEURISTIC_Skyline_BF_sortHeight - }; - - - ////////////////////////////////////////////////////////////////////////////// - // - // the details of the following structures don't matter to you, but they must - // be visible so you can handle the memory allocations for them - - struct stbrp_node - { - stbrp_coord x, y; - stbrp_node* next; - }; - - struct stbrp_context - { - int width; - int height; - int align; - int init_mode; - int heuristic; - int num_nodes; - stbrp_node* active_head; - stbrp_node* free_head; - stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' - }; + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; #ifdef __cplusplus } @@ -213,10 +217,9 @@ extern "C" { #define STBRP_ASSERT assert #endif -// [DEAR IMGUI] Added STBRP__CDECL #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) -#define STBRP__CDECL __cdecl +#define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__CDECL @@ -224,412 +227,360 @@ extern "C" { enum { - STBRP__INIT_skyline = 1 + STBRP__INIT_skyline = 1 }; -STBRP_DEF void stbrp_setup_heuristic(stbrp_context* context, int heuristic) +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) { - switch (context->init_mode) - { - case STBRP__INIT_skyline: - STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); - context->heuristic = heuristic; - break; - default: - STBRP_ASSERT(0); - } + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } } -STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context* context, int allow_out_of_mem) +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) { - if (allow_out_of_mem) - // if it's ok to run out of memory, then don't bother aligning them; - // this gives better packing, but may fail due to OOM (even though - // the rectangles easily fit). @TODO a smarter approach would be to only - // quantize once we've hit OOM, then we could get rid of this parameter. - context->align = 1; - else - { - // if it's not ok to run out of memory, then quantize the widths - // so that num_nodes is always enough nodes. - // - // I.e. num_nodes * align >= width - // align >= width / num_nodes - // align = ceil(width/num_nodes) - - context->align = (context->width + context->num_nodes - 1) / context->num_nodes; - } + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } } -STBRP_DEF void stbrp_init_target(stbrp_context* context, int width, int height, stbrp_node* nodes, int num_nodes) +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { - int i; -#ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(width <= 0xffff && height <= 0xffff); -#endif - - for (i = 0; i < num_nodes - 1; ++i) - nodes[i].next = &nodes[i + 1]; - nodes[i].next = NULL; - context->init_mode = STBRP__INIT_skyline; - context->heuristic = STBRP_HEURISTIC_Skyline_default; - context->free_head = &nodes[0]; - context->active_head = &context->extra[0]; - context->width = width; - context->height = height; - context->num_nodes = num_nodes; - stbrp_setup_allow_out_of_mem(context, 0); - - // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) - context->extra[0].x = 0; - context->extra[0].y = 0; - context->extra[0].next = &context->extra[1]; - context->extra[1].x = (stbrp_coord)width; -#ifdef STBRP_LARGE_RECTS - context->extra[1].y = (1 << 30); -#else - context->extra[1].y = 65535; -#endif - context->extra[1].next = NULL; + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; } // find minimum y position if it starts at x1 -static int stbrp__skyline_find_min_y(stbrp_context* c, stbrp_node* first, int x0, int width, int* pwaste) +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) { - stbrp_node* node = first; - int x1 = x0 + width; - int min_y, visited_width, waste_area; - - STBRP__NOTUSED(c); - - STBRP_ASSERT(first->x <= x0); - -#if 0 - // skip in case we're past the node - while (node->next->x <= x0) - ++node; -#else - STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency -#endif - - STBRP_ASSERT(node->x <= x0); - - min_y = 0; - waste_area = 0; - visited_width = 0; - while (node->x < x1) - { - if (node->y > min_y) - { - // raise min_y higher. - // we've accounted for all waste up to min_y, - // but we'll now add more waste for everything we've visted - waste_area += visited_width * (node->y - min_y); - min_y = node->y; - // the first time through, visited_width might be reduced - if (node->x < x0) - visited_width += node->next->x - x0; - else - visited_width += node->next->x - node->x; - } - else - { - // add waste area - int under_width = node->next->x - node->x; - if (under_width + visited_width > width) - under_width = width - visited_width; - waste_area += under_width * (min_y - node->y); - visited_width += under_width; - } - node = node->next; - } - - *pwaste = waste_area; - return min_y; + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; } typedef struct { - int x, y; - stbrp_node** prev_link; + int x,y; + stbrp_node **prev_link; } stbrp__findresult; -static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context* c, int width, int height) +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) { - int best_waste = (1 << 30), best_x, best_y = (1 << 30); - stbrp__findresult fr; - stbrp_node** prev, * node, * tail, ** best = NULL; - - // align to multiple of c->align - width = (width + c->align - 1); - width -= width % c->align; - STBRP_ASSERT(width % c->align == 0); - - // if it can't possibly fit, bail immediately - if (width > c->width || height > c->height) - { - fr.prev_link = NULL; - fr.x = fr.y = 0; - return fr; - } - - node = c->active_head; - prev = &c->active_head; - while (node->x + width <= c->width) - { - int y, waste; - y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); - if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) - { // actually just want to test BL -// bottom left - if (y < best_y) - { - best_y = y; - best = prev; - } - } - else - { - // best-fit - if (y + height <= c->height) - { - // can only use it if it first vertically - if (y < best_y || (y == best_y && waste < best_waste)) - { - best_y = y; - best_waste = waste; - best = prev; - } - } - } - prev = &node->next; - node = node->next; - } - - best_x = (best == NULL) ? 0 : (*best)->x; - - // if doing best-fit (BF), we also have to try aligning right edge to each node position - // - // e.g, if fitting - // - // ____________________ - // |____________________| - // - // into - // - // | | - // | ____________| - // |____________| - // - // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned - // - // This makes BF take about 2x the time - - if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) - { - tail = c->active_head; - node = c->active_head; - prev = &c->active_head; - // find first node that's admissible - while (tail->x < width) - tail = tail->next; - while (tail) - { - int xpos = tail->x - width; - int y, waste; - STBRP_ASSERT(xpos >= 0); - // find the left position that matches this - while (node->next->x <= xpos) - { - prev = &node->next; - node = node->next; - } - STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); - y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height <= c->height) - { - if (y <= best_y) - { - if (y < best_y || waste < best_waste || (waste == best_waste && xpos < best_x)) - { - best_x = xpos; - STBRP_ASSERT(y <= best_y); - best_y = y; - best_waste = waste; - best = prev; - } - } - } - tail = tail->next; - } - } - - fr.prev_link = best; - fr.x = best_x; - fr.y = best_y; - return fr; + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; } -static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context* context, int width, int height) +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) { - // find best position according to heuristic - stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); - stbrp_node* node, * cur; - - // bail if: - // 1. it failed - // 2. the best node doesn't fit (we don't always check this) - // 3. we're out of memory - if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) - { - res.prev_link = NULL; - return res; - } - - // on success, create new node - node = context->free_head; - node->x = (stbrp_coord)res.x; - node->y = (stbrp_coord)(res.y + height); - - context->free_head = node->next; - - // insert the new node into the right starting point, and - // let 'cur' point to the remaining nodes needing to be - // stiched back in - - cur = *res.prev_link; - if (cur->x < res.x) - { - // preserve the existing one, so start testing with the next one - stbrp_node* next = cur->next; - cur->next = node; - cur = next; - } - else - { - *res.prev_link = node; - } - - // from here, traverse cur and free the nodes, until we get to one - // that shouldn't be freed - while (cur->next && cur->next->x <= res.x + width) - { - stbrp_node* next = cur->next; - // move the current node to the free list - cur->next = context->free_head; - context->free_head = cur; - cur = next; - } - - // stitch the list back in - node->next = cur; - - if (cur->x < res.x + width) - cur->x = (stbrp_coord)(res.x + width); + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); #ifdef _DEBUG - cur = context->active_head; - while (cur->x < context->width) - { - STBRP_ASSERT(cur->x < cur->next->x); - cur = cur->next; - } - STBRP_ASSERT(cur->next == NULL); - - { - int count = 0; - cur = context->active_head; - while (cur) - { - cur = cur->next; - ++count; - } - cur = context->free_head; - while (cur) - { - cur = cur->next; - ++count; - } - STBRP_ASSERT(count == context->num_nodes + 2); - } + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } #endif - return res; + return res; } -// [DEAR IMGUI] Added STBRP__CDECL -static int STBRP__CDECL rect_height_compare(const void* a, const void* b) +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { - const stbrp_rect* p = (const stbrp_rect*)a; - const stbrp_rect* q = (const stbrp_rect*)b; - if (p->h > q->h) - return -1; - if (p->h < q->h) - return 1; - return (p->w > q->w) ? -1 : (p->w < q->w); + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); } -// [DEAR IMGUI] Added STBRP__CDECL -static int STBRP__CDECL rect_original_order(const void* a, const void* b) +static int STBRP__CDECL rect_original_order(const void *a, const void *b) { - const stbrp_rect* p = (const stbrp_rect*)a; - const stbrp_rect* q = (const stbrp_rect*)b; - return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } -#ifdef STBRP_LARGE_RECTS -#define STBRP__MAXVAL 0xffffffff -#else -#define STBRP__MAXVAL 0xffff -#endif - -STBRP_DEF int stbrp_pack_rects(stbrp_context* context, stbrp_rect* rects, int num_rects) +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { - int i, all_rects_packed = 1; - - // we use the 'was_packed' field internally to allow sorting/unsorting - for (i = 0; i < num_rects; ++i) - { - rects[i].was_packed = i; - } - - // sort according to heuristic - STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); - - for (i = 0; i < num_rects; ++i) - { - if (rects[i].w == 0 || rects[i].h == 0) - { - rects[i].x = rects[i].y = 0; // empty rect needs no space - } - else - { - stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); - if (fr.prev_link) - { - rects[i].x = (stbrp_coord)fr.x; - rects[i].y = (stbrp_coord)fr.y; - } - else - { - rects[i].x = rects[i].y = STBRP__MAXVAL; - } - } - } - - // unsort - STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); - - // set was_packed flags and all_rects_packed status - for (i = 0; i < num_rects; ++i) - { - rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); - if (!rects[i].was_packed) - all_rects_packed = 0; - } - - // return the all_rects_packed status - return all_rects_packed; + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; } #endif diff --git a/Volt/Volt/vendor/imgui/imstb_textedit.h b/Volt/Volt/vendor/imgui/imstb_textedit.h index 6c9337bd5..c30f1a124 100644 --- a/Volt/Volt/vendor/imgui/imstb_textedit.h +++ b/Volt/Volt/vendor/imgui/imstb_textedit.h @@ -1,10 +1,12 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_textedit.h 1.13. +// This is a slightly modified version of stb_textedit.h 1.14. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* -// stb_textedit.h - v1.13 - public domain - Sean Barrett +// stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing @@ -29,12 +31,13 @@ // DEPENDENCIES // // Uses the C runtime function 'memmove', which you can override -// by defining STB_TEXTEDIT_memmove before the implementation. +// by defining IMSTB_TEXTEDIT_memmove before the implementation. // Uses no other functions. Performs no runtime allocations. // // // VERSION HISTORY // +// 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield @@ -58,6 +61,7 @@ // Ulf Winklemann: move-by-word in 1.1 // Fabian Giesen: secondary key inputs in 1.5 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 // // Bugfixes: // Scott Graham @@ -93,8 +97,8 @@ // moderate sizes. The undo system does no memory allocations, so // it grows STB_TexteditState by the worst-case storage which is (in bytes): // -// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT -// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT // // // Implementation mode: @@ -271,8 +275,8 @@ //// //// -#ifndef INCLUDE_STB_TEXTEDIT_H -#define INCLUDE_STB_TEXTEDIT_H +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // @@ -283,73 +287,73 @@ // and undo state. // -#ifndef STB_TEXTEDIT_UNDOSTATECOUNT -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 #endif -#ifndef STB_TEXTEDIT_UNDOCHARCOUNT -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #endif -#ifndef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_CHARTYPE int +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int #endif -#ifndef STB_TEXTEDIT_POSITIONTYPE -#define STB_TEXTEDIT_POSITIONTYPE int +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { - // private data - STB_TEXTEDIT_POSITIONTYPE where; - STB_TEXTEDIT_POSITIONTYPE insert_length; - STB_TEXTEDIT_POSITIONTYPE delete_length; - int char_storage; + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; } StbUndoRecord; typedef struct { - // private data - StbUndoRecord undo_rec[STB_TEXTEDIT_UNDOSTATECOUNT]; - STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; - short undo_point, redo_point; - int undo_char_point, redo_char_point; + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; } StbUndoState; typedef struct { - ///////////////////// - // - // public data - // - - int cursor; - // position of the text cursor within the string - - int select_start; // selection start point - int select_end; - // selection start and end point in characters; if equal, no selection. - // note that start may be less than or greater than end (e.g. when - // dragging the mouse, start is where the initial click was, and you - // can drag in either direction) - - unsigned char insert_mode; - // each textfield keeps its own insert mode state. to keep an app-wide - // insert mode, copy this value in/out of the app state - - int row_count_per_page; - // page size in number of row. - // this value MUST be set to >0 for pageup or pagedown in multilines documents. - - ///////////////////// - // - // private data - // - unsigned char cursor_at_end_of_line; // not implemented yet - unsigned char initialized; - unsigned char has_preferred_x; - unsigned char single_line; - unsigned char padding1, padding2, padding3; - float preferred_x; // this determines where the cursor up/down tries to seek to along x - StbUndoState undostate; + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; } STB_TexteditState; @@ -363,12 +367,12 @@ typedef struct // result of layout query typedef struct { - float x0, x1; // starting x location, end x location (allows for align=right, etc) - float baseline_y_delta; // position of baseline relative to previous row's baseline - float ymin, ymax; // height of row above and below baseline - int num_chars; + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; } StbTexteditRow; -#endif //INCLUDE_STB_TEXTEDIT_H +#endif //INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// @@ -381,11 +385,11 @@ typedef struct // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion -#ifdef STB_TEXTEDIT_IMPLEMENTATION +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION -#ifndef STB_TEXTEDIT_memmove +#ifndef IMSTB_TEXTEDIT_memmove #include -#define STB_TEXTEDIT_memmove memmove +#define IMSTB_TEXTEDIT_memmove memmove #endif @@ -395,106 +399,102 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(STB_TEXTEDIT_STRING* str, float x, float y) +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) { - StbTexteditRow r; - int n = STB_TEXTEDIT_STRINGLEN(str); - float base_y = 0, prev_x; - int i = 0, k; - - r.x0 = r.x1 = 0; - r.ymin = r.ymax = 0; - r.num_chars = 0; - - // search rows to find one that straddles 'y' - while (i < n) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - if (r.num_chars <= 0) - return n; - - if (i == 0 && y < base_y + r.ymin) - return 0; - - if (y < base_y + r.ymax) - break; - - i += r.num_chars; - base_y += r.baseline_y_delta; - } - - // below all text, return 'after' last character - if (i >= n) - return n; - - // check if it's before the beginning of the line - if (x < r.x0) - return i; - - // check if it's before the end of the line - if (x < r.x1) - { - // search characters in row for one that straddles 'x' - prev_x = r.x0; - for (k = 0; k < r.num_chars; ++k) - { - float w = STB_TEXTEDIT_GETWIDTH(str, i, k); - if (x < prev_x + w) - { - if (x < prev_x + w / 2) - return k + i; - else - return k + i + 1; - } - prev_x += w; - } - // shouldn't happen, but if it does, fall through to end-of-line case - } - - // if the last character is a newline, return that. otherwise return 'after' the last character - if (STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) == STB_TEXTEDIT_NEWLINE) - return i + r.num_chars - 1; - else - return i + r.num_chars; + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; } // API click: on mouse down, move the cursor to the clicked location, and reset the selection -static void stb_textedit_click(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, float x, float y) +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { - // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse - // goes off the top or bottom of the text - if (state->single_line) - { - StbTexteditRow r; - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - y = r.ymin; - } - - state->cursor = stb_text_locate_coord(str, x, y); - state->select_start = state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location -static void stb_textedit_drag(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, float x, float y) +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { - int p = 0; - - // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse - // goes off the top or bottom of the text - if (state->single_line) - { - StbTexteditRow r; - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - y = r.ymin; - } - - if (state->select_start == state->select_end) - state->select_start = state->cursor; - - p = stb_text_locate_coord(str, x, y); - state->cursor = state->select_end = p; + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; } ///////////////////////////////////////////////////////////////////////////// @@ -503,198 +503,176 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING* str, STB_TexteditState* state // // forward declarations -static void stb_text_undo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state); -static void stb_text_redo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state); -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int length); -static void stb_text_makeundo_insert(STB_TexteditState* state, int where, int length); -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int old_length, int new_length); +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { - float x, y; // position of n'th character - float height; // height of line - int first_char, length; // first char of row, and length - int prev_first; // first char of previous row + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row } StbFindState; // find the x/y location of a character, and remember info about the previous row in // case we get a move-up event (for page up, we'll have to rescan) -static void stb_textedit_find_charpos(StbFindState* find, STB_TEXTEDIT_STRING* str, int n, int single_line) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) { - StbTexteditRow r; - int prev_start = 0; - int z = STB_TEXTEDIT_STRINGLEN(str); - int i = 0, first; - - if (n == z) - { - // if it's at the end, then find the last line -- simpler than trying to - // explicitly handle this case in the regular code - if (single_line) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - find->y = 0; - find->first_char = 0; - find->length = z; - find->height = r.ymax - r.ymin; - find->x = r.x1; - } - else - { - find->y = 0; - find->x = 0; - find->height = 1; - while (i < z) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - prev_start = i; - i += r.num_chars; - } - find->first_char = i; - find->length = 0; - find->prev_first = prev_start; - } - return; - } - - // search rows to find the one that straddles character n - find->y = 0; - - for (;;) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - if (n < i + r.num_chars) - break; - prev_start = i; - i += r.num_chars; - find->y += r.baseline_y_delta; - } - - find->first_char = first = i; - find->length = r.num_chars; - find->height = r.ymax - r.ymin; - find->prev_first = prev_start; - - // now scan to find xpos - find->x = r.x0; - for (i = 0; first + i < n; ++i) - find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } #define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) // make the selection/cursor state valid if client altered the string -static void stb_textedit_clamp(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - int n = STB_TEXTEDIT_STRINGLEN(str); - if (STB_TEXT_HAS_SELECTION(state)) - { - if (state->select_start > n) state->select_start = n; - if (state->select_end > n) state->select_end = n; - // if clamping forced them to be equal, move the cursor to match - if (state->select_start == state->select_end) - state->cursor = state->select_start; - } - if (state->cursor > n) state->cursor = n; + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; } // delete characters while updating undo -static void stb_textedit_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int len) +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) { - stb_text_makeundo_delete(str, state, where, len); - STB_TEXTEDIT_DELETECHARS(str, where, len); - state->has_preferred_x = 0; + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; } // delete the section -static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - stb_textedit_clamp(str, state); - if (STB_TEXT_HAS_SELECTION(state)) - { - if (state->select_start < state->select_end) - { - stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); - state->select_end = state->cursor = state->select_start; - } - else - { - stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); - state->select_start = state->cursor = state->select_end; - } - state->has_preferred_x = 0; - } + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } } // canoncialize the selection so start <= end -static void stb_textedit_sortselection(STB_TexteditState* state) +static void stb_textedit_sortselection(STB_TexteditState *state) { - if (state->select_end < state->select_start) - { - int temp = state->select_end; - state->select_end = state->select_start; - state->select_start = temp; - } + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } } // move cursor to first character of selection -static void stb_textedit_move_to_first(STB_TexteditState* state) +static void stb_textedit_move_to_first(STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_sortselection(state); - state->cursor = state->select_start; - state->select_end = state->select_start; - state->has_preferred_x = 0; - } + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } } // move cursor to last character of selection -static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_sortselection(state); - stb_textedit_clamp(str, state); - state->cursor = state->select_end; - state->select_start = state->select_end; - state->has_preferred_x = 0; - } + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } } #ifdef STB_TEXTEDIT_IS_SPACE -static int is_word_boundary(STB_TEXTEDIT_STRING* str, int idx) +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) { - return idx > 0 ? (STB_TEXTEDIT_IS_SPACE(STB_TEXTEDIT_GETCHAR(str, idx - 1)) && !STB_TEXTEDIT_IS_SPACE(STB_TEXTEDIT_GETCHAR(str, idx))) : 1; + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; } #ifndef STB_TEXTEDIT_MOVEWORDLEFT -static int stb_textedit_move_to_word_previous(STB_TEXTEDIT_STRING* str, int c) +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) { - --c; // always move at least one character - while (c >= 0 && !is_word_boundary(str, c)) - --c; + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; - if (c < 0) - c = 0; + if( c < 0 ) + c = 0; - return c; + return c; } #define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous #endif #ifndef STB_TEXTEDIT_MOVEWORDRIGHT -static int stb_textedit_move_to_word_next(STB_TEXTEDIT_STRING* str, int c) +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) { - const int len = STB_TEXTEDIT_STRINGLEN(str); - ++c; // always move at least one character - while (c < len && !is_word_boundary(str, c)) - ++c; + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; - if (c > len) - c = len; + if( c > len ) + c = len; - return c; + return c; } #define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next #endif @@ -702,46 +680,40 @@ static int stb_textedit_move_to_word_next(STB_TEXTEDIT_STRING* str, int c) #endif // update selection and cursor to match each other -static void stb_textedit_prep_selection_at_cursor(STB_TexteditState* state) +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) { - if (!STB_TEXT_HAS_SELECTION(state)) - state->select_start = state->select_end = state->cursor; - else - state->cursor = state->select_end; + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; } // API cut: delete selection -static int stb_textedit_cut(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_delete_selection(str, state); // implicitly clamps - state->has_preferred_x = 0; - return 1; - } - return 0; + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; } // API paste: replace existing selection with passed-in text -static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, STB_TEXTEDIT_CHARTYPE* text, int len) +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) { - // if there's a selection, the paste should delete it - stb_textedit_clamp(str, state); - stb_textedit_delete_selection(str, state); - // try to insert the characters - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) - { - stb_text_makeundo_insert(state, state->cursor, len); - state->cursor += len; - state->has_preferred_x = 0; - return 1; - } - // [DEAR IMGUI] - //// remove the undo since we didn't actually insert the characters - //if (state->undostate.undo_point) - // --state->undostate.undo_point; - // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) - return 0; + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; } #ifndef STB_TEXTEDIT_KEYTYPE @@ -749,411 +721,388 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING* str, STB_TexteditSta #endif // API key: process a keyboard input -static void stb_textedit_key(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, STB_TEXTEDIT_KEYTYPE key) +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: - switch (key) - { - default: - { - int c = STB_TEXTEDIT_KEYTOTEXT(key); - if (c > 0) - { - STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE)c; - - // can't add newline in single-line mode - if (c == '\n' && state->single_line) - break; - - if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) - { - stb_text_makeundo_replace(str, state, state->cursor, 1, 1); - STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) - { - ++state->cursor; - state->has_preferred_x = 0; - } - } - else - { - stb_textedit_delete_selection(str, state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) - { - stb_text_makeundo_insert(state, state->cursor, 1); - ++state->cursor; - state->has_preferred_x = 0; - } - } - } - break; - } + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } #ifdef STB_TEXTEDIT_K_INSERT - case STB_TEXTEDIT_K_INSERT: - state->insert_mode = !state->insert_mode; - break; + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; #endif - case STB_TEXTEDIT_K_UNDO: - stb_text_undo(str, state); - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_REDO: - stb_text_redo(str, state); - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_LEFT: - // if currently there's a selection, move cursor to start of selection - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_first(state); - else - if (state->cursor > 0) - --state->cursor; - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_RIGHT: - // if currently there's a selection, move cursor to end of selection - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str, state); - else - ++state->cursor; - stb_textedit_clamp(str, state); - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - // move selection left - if (state->select_end > 0) - --state->select_end; - state->cursor = state->select_end; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_MOVEWORDLEFT - case STB_TEXTEDIT_K_WORDLEFT: - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_first(state); - else - { - state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); - stb_textedit_clamp(str, state); - } - break; - - case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: - if (!STB_TEXT_HAS_SELECTION(state)) - stb_textedit_prep_selection_at_cursor(state); - - state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); - state->select_end = state->cursor; - - stb_textedit_clamp(str, state); - break; + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; #endif #ifdef STB_TEXTEDIT_MOVEWORDRIGHT - case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str, state); - else - { - state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); - stb_textedit_clamp(str, state); - } - break; - - case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: - if (!STB_TEXT_HAS_SELECTION(state)) - stb_textedit_prep_selection_at_cursor(state); - - state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); - state->select_end = state->cursor; - - stb_textedit_clamp(str, state); - break; + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; #endif - case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - // move selection right - ++state->select_end; - stb_textedit_clamp(str, state); - state->cursor = state->select_end; - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_DOWN: - case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: - case STB_TEXTEDIT_K_PGDOWN: - case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: - { - StbFindState find; - StbTexteditRow row; - int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; - int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; - int row_count = is_page ? state->row_count_per_page : 1; - - if (!is_page && state->single_line) - { - // on windows, up&down in single-line behave like left&right - key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); - goto retry; - } - - if (sel) - stb_textedit_prep_selection_at_cursor(state); - else if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str, state); - - // compute current position of cursor point - stb_textedit_clamp(str, state); - stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - - for (j = 0; j < row_count; ++j) - { - float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; - int start = find.first_char + find.length; - - if (find.length == 0) - break; - - // [DEAR IMGUI] - // going down while being on the last line shouldn't bring us to that line end - if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) - break; - - // now find character position down a row - state->cursor = start; - STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); - x = row.x0; - for (i = 0; i < row.num_chars; ++i) - { - float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); -#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) - break; -#endif - x += dx; - if (x > goal_x) - break; - ++state->cursor; - } - stb_textedit_clamp(str, state); - - state->has_preferred_x = 1; - state->preferred_x = goal_x; - - if (sel) - state->select_end = state->cursor; - - // go to next line - find.first_char = find.first_char + find.length; - find.length = row.num_chars; - } - break; - } - - case STB_TEXTEDIT_K_UP: - case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: - case STB_TEXTEDIT_K_PGUP: - case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: - { - StbFindState find; - StbTexteditRow row; - int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; - int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; - int row_count = is_page ? state->row_count_per_page : 1; - - if (!is_page && state->single_line) - { - // on windows, up&down become left&right - key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); - goto retry; - } - - if (sel) - stb_textedit_prep_selection_at_cursor(state); - else if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_first(state); - - // compute current position of cursor point - stb_textedit_clamp(str, state); - stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - - for (j = 0; j < row_count; ++j) - { - float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; - - // can only go up if there's a previous row - if (find.prev_first == find.first_char) - break; - - // now find character position up a row - state->cursor = find.prev_first; - STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); - x = row.x0; - for (i = 0; i < row.num_chars; ++i) - { - float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); -#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) - break; -#endif - x += dx; - if (x > goal_x) - break; - ++state->cursor; - } - stb_textedit_clamp(str, state); - - state->has_preferred_x = 1; - state->preferred_x = goal_x; - - if (sel) - state->select_end = state->cursor; - - // go to previous line - // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) - prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; - while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) - --prev_scan; - find.first_char = find.prev_first; - find.prev_first = prev_scan; - } - break; - } - - case STB_TEXTEDIT_K_DELETE: - case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_delete_selection(str, state); - else - { - int n = STB_TEXTEDIT_STRINGLEN(str); - if (state->cursor < n) - stb_textedit_delete(str, state, state->cursor, 1); - } - state->has_preferred_x = 0; - break; - - case STB_TEXTEDIT_K_BACKSPACE: - case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: - if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_delete_selection(str, state); - else - { - stb_textedit_clamp(str, state); - if (state->cursor > 0) - { - stb_textedit_delete(str, state, state->cursor - 1, 1); - --state->cursor; - } - } - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_TEXTSTART2 - case STB_TEXTEDIT_K_TEXTSTART2: + case STB_TEXTEDIT_K_TEXTSTART2: #endif - case STB_TEXTEDIT_K_TEXTSTART: - state->cursor = state->select_start = state->select_end = 0; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_TEXTEND2 - case STB_TEXTEDIT_K_TEXTEND2: + case STB_TEXTEDIT_K_TEXTEND2: #endif - case STB_TEXTEDIT_K_TEXTEND: - state->cursor = STB_TEXTEDIT_STRINGLEN(str); - state->select_start = state->select_end = 0; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_TEXTSTART2 - case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: #endif - case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - state->cursor = state->select_end = 0; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_TEXTEND2 - case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: #endif - case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_LINESTART2 - case STB_TEXTEDIT_K_LINESTART2: + case STB_TEXTEDIT_K_LINESTART2: #endif - case STB_TEXTEDIT_K_LINESTART: - stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor - 1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_LINEEND2 - case STB_TEXTEDIT_K_LINEEND2: + case STB_TEXTEDIT_K_LINEEND2: #endif - case STB_TEXTEDIT_K_LINEEND: - { - int n = STB_TEXTEDIT_STRINGLEN(str); - stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; - state->has_preferred_x = 0; - break; - } + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } #ifdef STB_TEXTEDIT_K_LINESTART2 - case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: #endif - case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor - 1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; #ifdef STB_TEXTEDIT_K_LINEEND2 - case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: #endif - case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: - { - int n = STB_TEXTEDIT_STRINGLEN(str); - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; - break; - } - } + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } } ///////////////////////////////////////////////////////////////////////////// @@ -1162,296 +1111,275 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, // // @OPTIMIZE: the undo/redo buffer should be circular -static void stb_textedit_flush_redo(StbUndoState* state) +static void stb_textedit_flush_redo(StbUndoState *state) { - state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list -static void stb_textedit_discard_undo(StbUndoState* state) +static void stb_textedit_discard_undo(StbUndoState *state) { - if (state->undo_point > 0) - { - // if the 0th undo state has characters, clean those up - if (state->undo_rec[0].char_storage >= 0) - { - int n = state->undo_rec[0].insert_length, i; - // delete n characters from all other records - state->undo_char_point -= n; - STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t)(state->undo_char_point * sizeof(STB_TEXTEDIT_CHARTYPE))); - for (i = 0; i < state->undo_point; ++i) - if (state->undo_rec[i].char_storage >= 0) - state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it - } - --state->undo_point; - STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec + 1, (size_t)(state->undo_point * sizeof(state->undo_rec[0]))); - } + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } } // discard the oldest entry in the redo list--it's bad if this // ever happens, but because undo & redo have to store the actual // characters in different cases, the redo character buffer can // fill up even though the undo buffer didn't -static void stb_textedit_discard_redo(StbUndoState* state) +static void stb_textedit_discard_redo(StbUndoState *state) { - int k = STB_TEXTEDIT_UNDOSTATECOUNT - 1; - - if (state->redo_point <= k) - { - // if the k'th undo state has characters, clean those up - if (state->undo_rec[k].char_storage >= 0) - { - int n = state->undo_rec[k].insert_length, i; - // move the remaining redo character data to the end of the buffer - state->redo_char_point += n; - STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point - n, (size_t)((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point) * sizeof(STB_TEXTEDIT_CHARTYPE))); - // adjust the position of all the other records to account for above memmove - for (i = state->redo_point; i < k; ++i) - if (state->undo_rec[i].char_storage >= 0) - state->undo_rec[i].char_storage += n; - } - // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - // [DEAR IMGUI] - size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); - const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; - const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; - IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); - IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point + 1, state->undo_rec + state->redo_point, move_size); - - // now move redo_point to point to the new one - ++state->redo_point; - } + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } } -static StbUndoRecord* stb_text_create_undo_record(StbUndoState* state, int numchars) +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) { - // any time we create a new undo record, we discard redo - stb_textedit_flush_redo(state); - - // if we have no free records, we have to make room, by sliding the - // existing records down - if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - stb_textedit_discard_undo(state); - - // if the characters to store won't possibly fit in the buffer, we can't undo - if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) - { - state->undo_point = 0; - state->undo_char_point = 0; - return NULL; - } - - // if we don't have enough free characters in the buffer, we have to make room - while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) - stb_textedit_discard_undo(state); - - return &state->undo_rec[state->undo_point++]; + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; } -static STB_TEXTEDIT_CHARTYPE* stb_text_createundo(StbUndoState* state, int pos, int insert_len, int delete_len) +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) { - StbUndoRecord* r = stb_text_create_undo_record(state, insert_len); - if (r == NULL) - return NULL; - - r->where = pos; - r->insert_length = (STB_TEXTEDIT_POSITIONTYPE)insert_len; - r->delete_length = (STB_TEXTEDIT_POSITIONTYPE)delete_len; - - if (insert_len == 0) - { - r->char_storage = -1; - return NULL; - } - else - { - r->char_storage = state->undo_char_point; - state->undo_char_point += insert_len; - return &state->undo_char[r->char_storage]; - } + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } } -static void stb_text_undo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - StbUndoState* s = &state->undostate; - StbUndoRecord u, * r; - if (s->undo_point == 0) - return; - - // we need to do two things: apply the undo record, and create a redo record - u = s->undo_rec[s->undo_point - 1]; - r = &s->undo_rec[s->redo_point - 1]; - r->char_storage = -1; - - r->insert_length = u.delete_length; - r->delete_length = u.insert_length; - r->where = u.where; - - if (u.delete_length) - { - // if the undo record says to delete characters, then the redo record will - // need to re-insert the characters that get deleted, so we need to store - // them. - - // there are three cases: - // there's enough room to store the characters - // characters stored for *redoing* don't leave room for redo - // characters stored for *undoing* don't leave room for redo - // if the last is true, we have to bail - - if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) - { - // the undo records take up too much character space; there's no space to store the redo characters - r->insert_length = 0; - } - else - { - int i; - - // there's definitely room to store the characters eventually - while (s->undo_char_point + u.delete_length > s->redo_char_point) - { - // should never happen: - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - return; - // there's currently not enough room, so discard a redo record - stb_textedit_discard_redo(s); - } - r = &s->undo_rec[s->redo_point - 1]; - - r->char_storage = s->redo_char_point - u.delete_length; - s->redo_char_point = s->redo_char_point - u.delete_length; - - // now save the characters - for (i = 0; i < u.delete_length; ++i) - s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); - } - - // now we can carry out the deletion - STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); - } - - // check type of recorded action: - if (u.insert_length) - { - // easy case: was a deletion, so we need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); - s->undo_char_point -= u.insert_length; - } - - state->cursor = u.where + u.insert_length; - - s->undo_point--; - s->redo_point--; + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; } -static void stb_text_redo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - StbUndoState* s = &state->undostate; - StbUndoRecord* u, r; - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - return; - - // we need to do two things: apply the redo record, and create an undo record - u = &s->undo_rec[s->undo_point]; - r = s->undo_rec[s->redo_point]; - - // we KNOW there must be room for the undo record, because the redo record - // was derived from an undo record - - u->delete_length = r.insert_length; - u->insert_length = r.delete_length; - u->where = r.where; - u->char_storage = -1; - - if (r.delete_length) - { - // the redo record requires us to delete characters, so the undo record - // needs to store the characters - - if (s->undo_char_point + u->insert_length > s->redo_char_point) - { - u->insert_length = 0; - u->delete_length = 0; - } - else - { - int i; - u->char_storage = s->undo_char_point; - s->undo_char_point = s->undo_char_point + u->insert_length; - - // now save the characters - for (i = 0; i < u->insert_length; ++i) - s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); - } - - STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); - } - - if (r.insert_length) - { - // easy case: need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); - s->redo_char_point += r.insert_length; - } - - state->cursor = r.where + r.insert_length; - - s->undo_point++; - s->redo_point++; + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; } -static void stb_text_makeundo_insert(STB_TexteditState* state, int where, int length) +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) { - stb_text_createundo(&state->undostate, where, 0, length); + stb_text_createundo(&state->undostate, where, 0, length); } -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int length) +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { - int i; - STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->undostate, where, length, 0); - if (p) - { - for (i = 0; i < length; ++i) - p[i] = STB_TEXTEDIT_GETCHAR(str, where + i); - } + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } } -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int old_length, int new_length) +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { - int i; - STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->undostate, where, old_length, new_length); - if (p) - { - for (i = 0; i < old_length; ++i) - p[i] = STB_TEXTEDIT_GETCHAR(str, where + i); - } + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } } // reset the state to default -static void stb_textedit_clear_state(STB_TexteditState* state, int is_single_line) +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) { - state->undostate.undo_point = 0; - state->undostate.undo_char_point = 0; - state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; - state->select_end = state->select_start = 0; - state->cursor = 0; - state->has_preferred_x = 0; - state->preferred_x = 0; - state->cursor_at_end_of_line = 0; - state->initialized = 1; - state->single_line = (unsigned char)is_single_line; - state->insert_mode = 0; - state->row_count_per_page = 0; + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; } // API initialize -static void stb_textedit_initialize_state(STB_TexteditState* state, int is_single_line) +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) { - stb_textedit_clear_state(state, is_single_line); + stb_textedit_clear_state(state, is_single_line); } #if defined(__GNUC__) || defined(__clang__) @@ -1459,16 +1387,16 @@ static void stb_textedit_initialize_state(STB_TexteditState* state, int is_singl #pragma GCC diagnostic ignored "-Wcast-qual" #endif -static int stb_textedit_paste(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, STB_TEXTEDIT_CHARTYPE const* ctext, int len) +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) { - return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE*)ctext, len); + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif -#endif//STB_TEXTEDIT_IMPLEMENTATION +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ diff --git a/Volt/Volt/vendor/imgui/imstb_truetype.h b/Volt/Volt/vendor/imgui/imstb_truetype.h index f9d3cf041..35c827e6b 100644 --- a/Volt/Volt/vendor/imgui/imstb_truetype.h +++ b/Volt/Volt/vendor/imgui/imstb_truetype.h @@ -1,10 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_truetype.h 1.20. +// This is a slightly modified version of stb_truetype.h 1.26. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. -// stb_truetype.h - v1.20 - public domain -// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= // // This library processes TrueType files: // parse files @@ -37,11 +46,11 @@ // Daniel Ribeiro Maciel // // Bug/warning reports/fixes: -// "Zer" on mollyrocket Fabian "ryg" Giesen -// Cass Everitt Martins Mozeiko -// stoiko (Haemimont Games) Cap Petschulat -// Brian Hook Omar Cornut -// Walter van Niftrik github:aloucks +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege // David Gow Peter LaValle // David Given Sergey Popov // Ivan-Assen Ivanov Giumo X. Clanjor @@ -49,11 +58,17 @@ // Johan Duparc Thomas Fields // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton -// Kenney Phillis Jr. github:oyvindjam -// Brian Costabile github:vassvik +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) // // VERSION HISTORY // +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function @@ -248,19 +263,6 @@ // recommend it. // // -// SOURCE STATISTICS (based on v0.6c, 2050 LOC) -// -// Documentation & header file 520 LOC \___ 660 LOC documentation -// Sample code 140 LOC / -// Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \. -// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation -// Bitmap management 100 LOC / -// Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 -// C runtime library abstraction 60 LOC ---- 60 -// -// // PERFORMANCE MEASUREMENTS FOR 1.06: // // 32-bit 64-bit @@ -275,50 +277,50 @@ //// SAMPLE PROGRAMS //// // -// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless -// +// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless. +// See "tests/truetype_demo_win32.c" for a complete version. #if 0 #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" -unsigned char ttf_buffer[1 << 20]; -unsigned char temp_bitmap[512 * 512]; +unsigned char ttf_buffer[1<<20]; +unsigned char temp_bitmap[512*512]; stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs GLuint ftex; void my_stbtt_initfont(void) { - fread(ttf_buffer, 1, 1 << 20, fopen("c:/windows/fonts/times.ttf", "rb")); - stbtt_BakeFontBitmap(ttf_buffer, 0, 32.0, temp_bitmap, 512, 512, 32, 96, cdata); // no guarantee this fits! - // can free ttf_buffer at this point - glGenTextures(1, &ftex); - glBindTexture(GL_TEXTURE_2D, ftex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512, 512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap); - // can free temp_bitmap at this point - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); -} - -void my_stbtt_print(float x, float y, char* text) -{ - // assume orthographic projection with units = screen pixels, origin at top left - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, ftex); - glBegin(GL_QUADS); - while (*text) - { - if (*text >= 32 && *text < 128) - { - stbtt_aligned_quad q; - stbtt_GetBakedQuad(cdata, 512, 512, *text - 32, &x, &y, &q, 1);//1=opengl & d3d10+,0=d3d9 - glTexCoord2f(q.s0, q.t1); glVertex2f(q.x0, q.y0); - glTexCoord2f(q.s1, q.t1); glVertex2f(q.x1, q.y0); - glTexCoord2f(q.s1, q.t0); glVertex2f(q.x1, q.y1); - glTexCoord2f(q.s0, q.t0); glVertex2f(q.x0, q.y1); - } - ++text; - } - glEnd(); + fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb")); + stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits! + // can free ttf_buffer at this point + glGenTextures(1, &ftex); + glBindTexture(GL_TEXTURE_2D, ftex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap); + // can free temp_bitmap at this point + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +} + +void my_stbtt_print(float x, float y, char *text) +{ + // assume orthographic projection with units = screen pixels, origin at top left + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ftex); + glBegin(GL_QUADS); + while (*text) { + if (*text >= 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); } #endif // @@ -332,26 +334,25 @@ void my_stbtt_print(float x, float y, char* text) #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" -char ttf_buffer[1 << 25]; +char ttf_buffer[1<<25]; -int main(int argc, char** argv) +int main(int argc, char **argv) { - stbtt_fontinfo font; - unsigned char* bitmap; - int w, h, i, j, c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); - fread(ttf_buffer, 1, 1 << 25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); - stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer, 0)); - bitmap = stbtt_GetCodepointBitmap(&font, 0, stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0, 0); + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); - for (j = 0; j < h; ++j) - { - for (i = 0; i < w; ++i) - putchar(" .:ioVM@"[bitmap[j * w + i] >> 5]); - putchar('\n'); - } - return 0; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; } #endif // @@ -373,48 +374,46 @@ int main(int argc, char** argv) // Complete program: print "Hello World!" banner, with bugs // #if 0 -char buffer[24 << 20]; +char buffer[24<<20]; unsigned char screen[20][79]; -int main(int arg, char** argv) -{ - stbtt_fontinfo font; - int i, j, ascent, baseline, ch = 0; - float scale, xpos = 2; // leave a little padding in case the character extends left - char* text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness - - fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); - stbtt_InitFont(&font, buffer, 0); - - scale = stbtt_ScaleForPixelHeight(&font, 15); - stbtt_GetFontVMetrics(&font, &ascent, 0, 0); - baseline = (int)(ascent * scale); - - while (text[ch]) - { - int advance, lsb, x0, y0, x1, y1; - float x_shift = xpos - (float)floor(xpos); - stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); - stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale, scale, x_shift, 0, &x0, &y0, &x1, &y1); - stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int)xpos + x0], x1 - x0, y1 - y0, 79, scale, scale, x_shift, 0, text[ch]); - // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong - // because this API is really for baking character bitmaps into textures. if you want to render - // a sequence of characters, you really need to render each bitmap to a temp buffer, then - // "alpha blend" that into the working buffer - xpos += (advance * scale); - if (text[ch + 1]) - xpos += scale * stbtt_GetCodepointKernAdvance(&font, text[ch], text[ch + 1]); - ++ch; - } - - for (j = 0; j < 20; ++j) - { - for (i = 0; i < 78; ++i) - putchar(" .:ioVM@"[screen[j][i] >> 5]); - putchar('\n'); - } - - return 0; +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; } #endif @@ -430,69 +429,69 @@ int main(int arg, char** argv) #ifdef STB_TRUETYPE_IMPLEMENTATION // #define your own (u)stbtt_int8/16/32 before including to override this -#ifndef stbtt_uint8 -typedef unsigned char stbtt_uint8; -typedef signed char stbtt_int8; -typedef unsigned short stbtt_uint16; -typedef signed short stbtt_int16; -typedef unsigned int stbtt_uint32; -typedef signed int stbtt_int32; -#endif - -typedef char stbtt__check_size32[sizeof(stbtt_int32) == 4 ? 1 : -1]; -typedef char stbtt__check_size16[sizeof(stbtt_int16) == 2 ? 1 : -1]; - -// e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h -#ifndef STBTT_ifloor -#include -#define STBTT_ifloor(x) ((int) floor(x)) -#define STBTT_iceil(x) ((int) ceil(x)) -#endif - -#ifndef STBTT_sqrt -#include -#define STBTT_sqrt(x) sqrt(x) -#define STBTT_pow(x,y) pow(x,y) -#endif - -#ifndef STBTT_fmod -#include -#define STBTT_fmod(x,y) fmod(x,y) -#endif - -#ifndef STBTT_cos -#include -#define STBTT_cos(x) cos(x) -#define STBTT_acos(x) acos(x) -#endif - -#ifndef STBTT_fabs -#include -#define STBTT_fabs(x) fabs(x) -#endif - -// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h -#ifndef STBTT_malloc -#include -#define STBTT_malloc(x,u) ((void)(u),malloc(x)) -#define STBTT_free(x,u) ((void)(u),free(x)) -#endif - -#ifndef STBTT_assert -#include -#define STBTT_assert(x) assert(x) -#endif - -#ifndef STBTT_strlen -#include -#define STBTT_strlen(x) strlen(x) -#endif - -#ifndef STBTT_memcpy -#include -#define STBTT_memcpy memcpy -#define STBTT_memset memset -#endif + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif #endif /////////////////////////////////////////////////////////////////////////////// @@ -515,576 +514,586 @@ typedef char stbtt__check_size16[sizeof(stbtt_int16) == 2 ? 1 : -1]; extern "C" { #endif - // private structure - typedef struct - { - unsigned char* data; - int cursor; - int size; - } stbtt__buf; - - ////////////////////////////////////////////////////////////////////////////// - // - // TEXTURE BAKING API - // - // If you use this API, you only have to call two functions ever. - // - - typedef struct - { - unsigned short x0, y0, x1, y1; // coordinates of bbox in bitmap - float xoff, yoff, xadvance; - } stbtt_bakedchar; - - STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char* data, int offset, // font location (use offset=0 for plain .ttf) - float pixel_height, // height of font in pixels - unsigned char* pixels, int pw, int ph, // bitmap to be filled in - int first_char, int num_chars, // characters to bake - stbtt_bakedchar* chardata); // you allocate this, it's num_chars long - // if return is positive, the first unused row of the bitmap - // if return is negative, returns the negative of the number of characters that fit - // if return is 0, no characters fit and no rows were used - // This uses a very crappy packing. - - typedef struct - { - float x0, y0, s0, t0; // top-left - float x1, y1, s1, t1; // bottom-right - } stbtt_aligned_quad; - - STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, int pw, int ph, // same data as above - int char_index, // character to display - float* xpos, float* ypos, // pointers to current position in screen pixel space - stbtt_aligned_quad* q, // output: quad to draw - int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier - // Call GetBakedQuad with char_index = 'character - first_char', and it - // creates the quad you need to draw and advances the current position. - // - // The coordinate system used assumes y increases downwards. - // - // Characters will extend both above and below the current position; - // see discussion of "BASELINE" above. - // - // It's inefficient; you might want to c&p it and optimize it. - - STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char* fontdata, int index, float size, float* ascent, float* descent, float* lineGap); - // Query the font vertical metrics without having to create a font first. - - - ////////////////////////////////////////////////////////////////////////////// - // - // NEW TEXTURE BAKING API - // - // This provides options for packing multiple fonts into one atlas, not - // perfectly but better than nothing. - - typedef struct - { - unsigned short x0, y0, x1, y1; // coordinates of bbox in bitmap - float xoff, yoff, xadvance; - float xoff2, yoff2; - } stbtt_packedchar; - - typedef struct stbtt_pack_context stbtt_pack_context; - typedef struct stbtt_fontinfo stbtt_fontinfo; +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; #ifndef STB_RECT_PACK_VERSION - typedef struct stbrp_rect stbrp_rect; +typedef struct stbrp_rect stbrp_rect; #endif - STBTT_DEF int stbtt_PackBegin(stbtt_pack_context* spc, unsigned char* pixels, int width, int height, int stride_in_bytes, int padding, void* alloc_context); - // Initializes a packing context stored in the passed-in stbtt_pack_context. - // Future calls using this context will pack characters into the bitmap passed - // in here: a 1-channel bitmap that is width * height. stride_in_bytes is - // the distance from one row to the next (or 0 to mean they are packed tightly - // together). "padding" is the amount of padding to leave between each - // character (normally you want '1' for bitmaps you'll use as textures with - // bilinear filtering). - // - // Returns 0 on failure, 1 on success. +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. - STBTT_DEF void stbtt_PackEnd(stbtt_pack_context* spc); - // Cleans up the packing context and frees all memory. +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. #define STBTT_POINT_SIZE(x) (-(x)) - STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context* spc, const unsigned char* fontdata, int font_index, float font_size, - int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar* chardata_for_range); - // Creates character bitmaps from the font_index'th font found in fontdata (use - // font_index=0 if you don't know what that is). It creates num_chars_in_range - // bitmaps for characters with unicode values starting at first_unicode_char_in_range - // and increasing. Data for how to render them is stored in chardata_for_range; - // pass these to stbtt_GetPackedQuad to get back renderable quads. - // - // font_size is the full height of the character from ascender to descender, - // as computed by stbtt_ScaleForPixelHeight. To use a point size as computed - // by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() - // and pass that result as 'font_size': - // ..., 20 , ... // font max minus min y is 20 pixels tall - // ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall - - typedef struct - { - float font_size; - int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint - int* array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints - int num_chars; - stbtt_packedchar* chardata_for_range; // output - unsigned char h_oversample, v_oversample; // don't set these, they're used internally - } stbtt_pack_range; - - STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context* spc, const unsigned char* fontdata, int font_index, stbtt_pack_range* ranges, int num_ranges); - // Creates character bitmaps from multiple ranges of characters stored in - // ranges. This will usually create a better-packed bitmap than multiple - // calls to stbtt_PackFontRange. Note that you can call this multiple - // times within a single PackBegin/PackEnd. - - STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context* spc, unsigned int h_oversample, unsigned int v_oversample); - // Oversampling a font increases the quality by allowing higher-quality subpixel - // positioning, and is especially valuable at smaller text sizes. - // - // This function sets the amount of oversampling for all following calls to - // stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given - // pack context. The default (no oversampling) is achieved by h_oversample=1 - // and v_oversample=1. The total number of pixels required is - // h_oversample*v_oversample larger than the default; for example, 2x2 - // oversampling requires 4x the storage of 1x1. For best results, render - // oversampled textures with bilinear filtering. Look at the readme in - // stb/tests/oversample for information about oversampled fonts - // - // To use with PackFontRangesGather etc., you must set it before calls - // call to PackFontRangesGatherRects. - - STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context* spc, int skip); - // If skip != 0, this tells stb_truetype to skip any codepoints for which - // there is no corresponding glyph. If skip=0, which is the default, then - // codepoints without a glyph recived the font's "missing character" glyph, - // typically an empty box by convention. - - STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, int pw, int ph, // same data as above - int char_index, // character to display - float* xpos, float* ypos, // pointers to current position in screen pixel space - stbtt_aligned_quad* q, // output: quad to draw - int align_to_integer); - - STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context* spc, const stbtt_fontinfo* info, stbtt_pack_range* ranges, int num_ranges, stbrp_rect* rects); - STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context* spc, stbrp_rect* rects, int num_rects); - STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context* spc, const stbtt_fontinfo* info, stbtt_pack_range* ranges, int num_ranges, stbrp_rect* rects); - // Calling these functions in sequence is roughly equivalent to calling - // stbtt_PackFontRanges(). If you more control over the packing of multiple - // fonts, or if you want to pack custom data into a font texture, take a look - // at the source to of stbtt_PackFontRanges() and create a custom version - // using these functions, e.g. call GatherRects multiple times, - // building up a single array of rects, then call PackRects once, - // then call RenderIntoRects repeatedly. This may result in a - // better packing than calling PackFontRanges multiple times - // (or it may not). - - // this is an opaque structure that you shouldn't mess with which holds - // all the context needed from PackBegin to PackEnd. - struct stbtt_pack_context - { - void* user_allocator_context; - void* pack_info; - int width; - int height; - int stride_in_bytes; - int padding; - int skip_missing; - unsigned int h_oversample, v_oversample; - unsigned char* pixels; - void* nodes; - }; - - ////////////////////////////////////////////////////////////////////////////// - // - // FONT LOADING - // - // - - STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char* data); - // This function will determine the number of fonts in a font file. TrueType - // collection (.ttc) files may contain multiple fonts, while TrueType font - // (.ttf) files only contain one font. The number of fonts can be used for - // indexing with the previous function where the index is between zero and one - // less than the total fonts. If an error occurs, -1 is returned. - - STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char* data, int index); - // Each .ttf/.ttc file may have more than one font. Each font has a sequential - // index number starting from 0. Call this function to get the font offset for - // a given index; it returns -1 if the index is out of range. A regular .ttf - // file will only define one font and it always be at offset 0, so it will - // return '0' for index 0, and -1 for all other indices. - - // The following structure is defined publicly so you can declare one on - // the stack or as a global or etc, but you should treat it as opaque. - struct stbtt_fontinfo - { - void* userdata; - unsigned char* data; // pointer to .ttf file - int fontstart; // offset of start of font - - int numGlyphs; // number of glyphs, needed for range checking - - int loca, head, glyf, hhea, hmtx, kern, gpos; // table locations as offset from start of .ttf - int index_map; // a cmap mapping for our chosen character encoding - int indexToLocFormat; // format needed to map from glyph index to glyph - - stbtt__buf cff; // cff font data - stbtt__buf charstrings; // the charstring index - stbtt__buf gsubrs; // global charstring subroutines index - stbtt__buf subrs; // private charstring subroutines index - stbtt__buf fontdicts; // array of font dicts - stbtt__buf fdselect; // map from glyph to fontdict - }; - - STBTT_DEF int stbtt_InitFont(stbtt_fontinfo* info, const unsigned char* data, int offset); - // Given an offset into the file that defines a font, this function builds - // the necessary cached info for the rest of the system. You must allocate - // the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't - // need to do anything special to free it, because the contents are pure - // value data with no additional data structures. Returns 0 on failure. - - - ////////////////////////////////////////////////////////////////////////////// - // - // CHARACTER TO GLYPH-INDEX CONVERSIOn - - STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo* info, int unicode_codepoint); - // If you're going to perform multiple operations on the same character - // and you want a speed-up, call this function with the character you're - // going to process, then use glyph-based functions instead of the - // codepoint-based functions. - // Returns 0 if the character codepoint is not defined in the font. - - - ////////////////////////////////////////////////////////////////////////////// - // - // CHARACTER PROPERTIES - // - - STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo* info, float pixels); - // computes a scale factor to produce a font whose "height" is 'pixels' tall. - // Height is measured as the distance from the highest ascender to the lowest - // descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics - // and computing: - // scale = pixels / (ascent - descent) - // so if you prefer to measure height by the ascent only, use a similar calculation. - - STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo* info, float pixels); - // computes a scale factor to produce a font whose EM size is mapped to - // 'pixels' tall. This is probably what traditional APIs compute, but - // I'm not positive. - - STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo* info, int* ascent, int* descent, int* lineGap); - // ascent is the coordinate above the baseline the font extends; descent - // is the coordinate below the baseline the font extends (i.e. it is typically negative) - // lineGap is the spacing between one row's descent and the next row's ascent... - // so you should advance the vertical position by "*ascent - *descent + *lineGap" - // these are expressed in unscaled coordinates, so you must multiply by - // the scale factor for a given size - - STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo* info, int* typoAscent, int* typoDescent, int* typoLineGap); - // analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 - // table (specific to MS/Windows TTF files). - // - // Returns 1 on success (table present), 0 on failure. - - STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo* info, int* x0, int* y0, int* x1, int* y1); - // the bounding box around all possible characters - - STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo* info, int codepoint, int* advanceWidth, int* leftSideBearing); - // leftSideBearing is the offset from the current horizontal position to the left edge of the character - // advanceWidth is the offset from the current horizontal position to the next horizontal position - // these are expressed in unscaled coordinates - - STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo* info, int ch1, int ch2); - // an additional amount to add to the 'advance' value between ch1 and ch2 - - STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo* info, int codepoint, int* x0, int* y0, int* x1, int* y1); - // Gets the bounding box of the visible part of the glyph, in unscaled coordinates - - STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo* info, int glyph_index, int* advanceWidth, int* leftSideBearing); - STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2); - STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1); - // as above, but takes one or more glyph indices for greater efficiency - - - ////////////////////////////////////////////////////////////////////////////// - // - // GLYPH SHAPES (you probably don't need these, but they have to go before - // the bitmaps for C declaration-order reasons) - // +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// #ifndef STBTT_vmove // you can predefine these to use different values (but why?) - enum - { - STBTT_vmove = 1, - STBTT_vline, - STBTT_vcurve, - STBTT_vcubic - }; + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; #endif #ifndef stbtt_vertex // you can predefine this to use different values - // (we share this with other code at RAD) -#define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file - typedef struct - { - stbtt_vertex_type x, y, cx, cy, cx1, cy1; - unsigned char type, padding; - } stbtt_vertex; + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; #endif - STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo* info, int glyph_index); - // returns non-zero if nothing is drawn for this glyph - - STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo* info, int unicode_codepoint, stbtt_vertex** vertices); - STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** vertices); - // returns # of vertices and fills *vertices with the pointer to them - // these are expressed in "unscaled" coordinates - // - // The shape is a series of contours. Each one starts with - // a STBTT_moveto, then consists of a series of mixed - // STBTT_lineto and STBTT_curveto segments. A lineto - // draws a line from previous endpoint to its x,y; a curveto - // draws a quadratic bezier from previous endpoint to - // its x,y, using cx,cy as the bezier control point. - - STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* vertices); - // frees the data allocated above - - ////////////////////////////////////////////////////////////////////////////// - // - // BITMAP RENDERING - // - - STBTT_DEF void stbtt_FreeBitmap(unsigned char* bitmap, void* userdata); - // frees the bitmap allocated below - - STBTT_DEF unsigned char* stbtt_GetCodepointBitmap(const stbtt_fontinfo* info, float scale_x, float scale_y, int codepoint, int* width, int* height, int* xoff, int* yoff); - // allocates a large-enough single-channel 8bpp bitmap and renders the - // specified character/glyph at the specified scale into it, with - // antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). - // *width & *height are filled out with the width & height of the bitmap, - // which is stored left-to-right, top-to-bottom. - // - // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap - - STBTT_DEF unsigned char* stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo* info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int* width, int* height, int* xoff, int* yoff); - // the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel - // shift for the character - - STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); - // the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap - // in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap - // is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the - // width and height and positioning info for it first. - - STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); - // same as stbtt_MakeCodepointBitmap, but you can specify a subpixel - // shift for the character - - STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float* sub_x, float* sub_y, int codepoint); - // same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering - // is performed (see stbtt_PackSetOversampling) - - STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, int codepoint, float scale_x, float scale_y, int* ix0, int* iy0, int* ix1, int* iy1); - // get the bbox of the bitmap centered around the glyph origin; so the - // bitmap width is ix1-ix0, height is iy1-iy0, and location to place - // the bitmap top left is (leftSideBearing*scale,iy0). - // (Note that the bitmap uses y-increases-down, but the shape uses - // y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) - - STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo* font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int* ix0, int* iy0, int* ix1, int* iy1); - // same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel - // shift for the character - - // the following functions are equivalent to the above functions, but operate - // on glyph indices instead of Unicode codepoints (for efficiency) - STBTT_DEF unsigned char* stbtt_GetGlyphBitmap(const stbtt_fontinfo* info, float scale_x, float scale_y, int glyph, int* width, int* height, int* xoff, int* yoff); - STBTT_DEF unsigned char* stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo* info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int* width, int* height, int* xoff, int* yoff); - STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); - STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); - STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float* sub_x, float* sub_y, int glyph); - STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo* font, int glyph, float scale_x, float scale_y, int* ix0, int* iy0, int* ix1, int* iy1); - STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo* font, int glyph, float scale_x, float scale_y, float shift_x, float shift_y, int* ix0, int* iy0, int* ix1, int* iy1); - - - // @TODO: don't expose this structure - typedef struct - { - int w, h, stride; - unsigned char* pixels; - } stbtt__bitmap; - - // rasterize a shape with quadratic beziers into a bitmap - STBTT_DEF void stbtt_Rasterize(stbtt__bitmap* result, // 1-channel bitmap to draw into - float flatness_in_pixels, // allowable error of curve in pixels - stbtt_vertex* vertices, // array of vertices defining shape - int num_verts, // number of vertices in above array - float scale_x, float scale_y, // scale applied to input vertices - float shift_x, float shift_y, // translation applied to input vertices - int x_off, int y_off, // another translation applied to input - int invert, // if non-zero, vertically flip shape - void* userdata); // context for to STBTT_MALLOC - - ////////////////////////////////////////////////////////////////////////////// - // - // Signed Distance Function (or Field) rendering - - STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata); - // frees the SDF bitmap allocated below - - STBTT_DEF unsigned char* stbtt_GetGlyphSDF(const stbtt_fontinfo* info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int* width, int* height, int* xoff, int* yoff); - STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int* width, int* height, int* xoff, int* yoff); - // These functions compute a discretized SDF field for a single character, suitable for storing - // in a single-channel texture, sampling with bilinear filtering, and testing against - // larger than some threshold to produce scalable fonts. - // info -- the font - // scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap - // glyph/codepoint -- the character to generate the SDF for - // padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), - // which allows effects like bit outlines - // onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) - // pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) - // if positive, > onedge_value is inside; if negative, < onedge_value is inside - // width,height -- output height & width of the SDF bitmap (including padding) - // xoff,yoff -- output origin of the character - // return value -- a 2D array of bytes 0..255, width*height in size - // - // pixel_dist_scale & onedge_value are a scale & bias that allows you to make - // optimal use of the limited 0..255 for your application, trading off precision - // and special effects. SDF values outside the range 0..255 are clamped to 0..255. - // - // Example: - // scale = stbtt_ScaleForPixelHeight(22) - // padding = 5 - // onedge_value = 180 - // pixel_dist_scale = 180/5.0 = 36.0 - // - // This will create an SDF bitmap in which the character is about 22 pixels - // high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled - // shape, sample the SDF at each pixel and fill the pixel if the SDF value - // is greater than or equal to 180/255. (You'll actually want to antialias, - // which is beyond the scope of this example.) Additionally, you can compute - // offset outlines (e.g. to stroke the character border inside & outside, - // or only outside). For example, to fill outside the character up to 3 SDF - // pixels, you would compare against (180-36.0*3)/255 = 72/255. The above - // choice of variables maps a range from 5 pixels outside the shape to - // 2 pixels inside the shape to 0..255; this is intended primarily for apply - // outside effects only (the interior range is needed to allow proper - // antialiasing of the font at *smaller* sizes) - // - // The function computes the SDF analytically at each SDF pixel, not by e.g. - // building a higher-res bitmap and approximating it. In theory the quality - // should be as high as possible for an SDF of this size & representation, but - // unclear if this is true in practice (perhaps building a higher-res bitmap - // and computing from that can allow drop-out prevention). - // - // The algorithm has not been optimized at all, so expect it to be slow - // if computing lots of characters or very large sizes. - - - - ////////////////////////////////////////////////////////////////////////////// - // - // Finding the right font... - // - // You should really just solve this offline, keep your own tables - // of what font is what, and don't try to get it out of the .ttf file. - // That's because getting it out of the .ttf file is really hard, because - // the names in the file can appear in many possible encodings, in many - // possible languages, and e.g. if you need a case-insensitive comparison, - // the details of that depend on the encoding & language in a complex way - // (actually underspecified in truetype, but also gigantic). - // - // But you can use the provided functions in two possible ways: - // stbtt_FindMatchingFont() will use *case-sensitive* comparisons on - // unicode-encoded names to try to find the font you want; - // you can run this before calling stbtt_InitFont() - // - // stbtt_GetFontNameString() lets you get any of the various strings - // from the file yourself and do your own comparisons on them. - // You have to have called stbtt_InitFont() first. - - - STBTT_DEF int stbtt_FindMatchingFont(const unsigned char* fontdata, const char* name, int flags); - // returns the offset (not index) of the font that matches, or -1 if none - // if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". - // if you use any other flag, use a font name like "Arial"; this checks - // the 'macStyle' header field; i don't know if fonts set this consistently +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently #define STBTT_MACSTYLE_DONTCARE 0 #define STBTT_MACSTYLE_BOLD 1 #define STBTT_MACSTYLE_ITALIC 2 #define STBTT_MACSTYLE_UNDERSCORE 4 #define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 - STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char* s1, int len1, const char* s2, int len2); - // returns 1/0 whether the first string interpreted as utf8 is identical to - // the second string interpreted as big-endian utf16... useful for strings from next func - - STBTT_DEF const char* stbtt_GetFontNameString(const stbtt_fontinfo* font, int* length, int platformID, int encodingID, int languageID, int nameID); - // returns the string (which may be big-endian double byte, e.g. for unicode) - // and puts the length in bytes in *length. - // - // some of the values for the IDs are below; for more see the truetype spec: - // http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html - // http://www.microsoft.com/typography/otspec/name.htm - - enum - { // platformID - STBTT_PLATFORM_ID_UNICODE = 0, - STBTT_PLATFORM_ID_MAC = 1, - STBTT_PLATFORM_ID_ISO = 2, - STBTT_PLATFORM_ID_MICROSOFT = 3 - }; - - enum - { // encodingID for STBTT_PLATFORM_ID_UNICODE - STBTT_UNICODE_EID_UNICODE_1_0 = 0, - STBTT_UNICODE_EID_UNICODE_1_1 = 1, - STBTT_UNICODE_EID_ISO_10646 = 2, - STBTT_UNICODE_EID_UNICODE_2_0_BMP = 3, - STBTT_UNICODE_EID_UNICODE_2_0_FULL = 4 - }; - - enum - { // encodingID for STBTT_PLATFORM_ID_MICROSOFT - STBTT_MS_EID_SYMBOL = 0, - STBTT_MS_EID_UNICODE_BMP = 1, - STBTT_MS_EID_SHIFTJIS = 2, - STBTT_MS_EID_UNICODE_FULL = 10 - }; - - enum - { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes - STBTT_MAC_EID_ROMAN = 0, STBTT_MAC_EID_ARABIC = 4, - STBTT_MAC_EID_JAPANESE = 1, STBTT_MAC_EID_HEBREW = 5, - STBTT_MAC_EID_CHINESE_TRAD = 2, STBTT_MAC_EID_GREEK = 6, - STBTT_MAC_EID_KOREAN = 3, STBTT_MAC_EID_RUSSIAN = 7 - }; - - enum - { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... - // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs - STBTT_MS_LANG_ENGLISH = 0x0409, STBTT_MS_LANG_ITALIAN = 0x0410, - STBTT_MS_LANG_CHINESE = 0x0804, STBTT_MS_LANG_JAPANESE = 0x0411, - STBTT_MS_LANG_DUTCH = 0x0413, STBTT_MS_LANG_KOREAN = 0x0412, - STBTT_MS_LANG_FRENCH = 0x040c, STBTT_MS_LANG_RUSSIAN = 0x0419, - STBTT_MS_LANG_GERMAN = 0x0407, STBTT_MS_LANG_SPANISH = 0x0409, - STBTT_MS_LANG_HEBREW = 0x040d, STBTT_MS_LANG_SWEDISH = 0x041D - }; - - enum - { // languageID for STBTT_PLATFORM_ID_MAC - STBTT_MAC_LANG_ENGLISH = 0, STBTT_MAC_LANG_JAPANESE = 11, - STBTT_MAC_LANG_ARABIC = 12, STBTT_MAC_LANG_KOREAN = 23, - STBTT_MAC_LANG_DUTCH = 4, STBTT_MAC_LANG_RUSSIAN = 32, - STBTT_MAC_LANG_FRENCH = 1, STBTT_MAC_LANG_SPANISH = 6, - STBTT_MAC_LANG_GERMAN = 2, STBTT_MAC_LANG_SWEDISH = 5, - STBTT_MAC_LANG_HEBREW = 10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED = 33, - STBTT_MAC_LANG_ITALIAN = 3, STBTT_MAC_LANG_CHINESE_TRAD = 19 - }; +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; #ifdef __cplusplus } @@ -1109,7 +1118,7 @@ extern "C" { #error "STBTT_MAX_OVERSAMPLE cannot be > 255" #endif -typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE - 1)) == 0 ? 1 : -1]; +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; #ifndef STBTT_RASTERIZER_VERSION #define STBTT_RASTERIZER_VERSION 2 @@ -1126,152 +1135,145 @@ typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERS // stbtt__buf helpers to parse data from file // -static stbtt_uint8 stbtt__buf_get8(stbtt__buf* b) +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) { - if (b->cursor >= b->size) - return 0; - return b->data[b->cursor++]; + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; } -static stbtt_uint8 stbtt__buf_peek8(stbtt__buf* b) +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) { - if (b->cursor >= b->size) - return 0; - return b->data[b->cursor]; + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; } -static void stbtt__buf_seek(stbtt__buf* b, int o) +static void stbtt__buf_seek(stbtt__buf *b, int o) { - STBTT_assert(!(o > b->size || o < 0)); - b->cursor = (o > b->size || o < 0) ? b->size : o; + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; } -static void stbtt__buf_skip(stbtt__buf* b, int o) +static void stbtt__buf_skip(stbtt__buf *b, int o) { - stbtt__buf_seek(b, b->cursor + o); + stbtt__buf_seek(b, b->cursor + o); } -static stbtt_uint32 stbtt__buf_get(stbtt__buf* b, int n) +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) { - stbtt_uint32 v = 0; - int i; - STBTT_assert(n >= 1 && n <= 4); - for (i = 0; i < n; i++) - v = (v << 8) | stbtt__buf_get8(b); - return v; + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; } -static stbtt__buf stbtt__new_buf(const void* p, size_t size) +static stbtt__buf stbtt__new_buf(const void *p, size_t size) { - stbtt__buf r; - STBTT_assert(size < 0x40000000); - r.data = (stbtt_uint8*)p; - r.size = (int)size; - r.cursor = 0; - return r; + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; } #define stbtt__buf_get16(b) stbtt__buf_get((b), 2) #define stbtt__buf_get32(b) stbtt__buf_get((b), 4) -static stbtt__buf stbtt__buf_range(const stbtt__buf* b, int o, int s) +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) { - stbtt__buf r = stbtt__new_buf(NULL, 0); - if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; - r.data = b->data + o; - r.size = s; - return r; + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; } -static stbtt__buf stbtt__cff_get_index(stbtt__buf* b) +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) { - int count, start, offsize; - start = b->cursor; - count = stbtt__buf_get16(b); - if (count) - { - offsize = stbtt__buf_get8(b); - STBTT_assert(offsize >= 1 && offsize <= 4); - stbtt__buf_skip(b, offsize * count); - stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); - } - return stbtt__buf_range(b, start, b->cursor - start); + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); } -static stbtt_uint32 stbtt__cff_int(stbtt__buf* b) +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) { - int b0 = stbtt__buf_get8(b); - if (b0 >= 32 && b0 <= 246) return b0 - 139; - else if (b0 >= 247 && b0 <= 250) return (b0 - 247) * 256 + stbtt__buf_get8(b) + 108; - else if (b0 >= 251 && b0 <= 254) return -(b0 - 251) * 256 - stbtt__buf_get8(b) - 108; - else if (b0 == 28) return stbtt__buf_get16(b); - else if (b0 == 29) return stbtt__buf_get32(b); - STBTT_assert(0); - return 0; + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; } -static void stbtt__cff_skip_operand(stbtt__buf* b) -{ - int v, b0 = stbtt__buf_peek8(b); - STBTT_assert(b0 >= 28); - if (b0 == 30) - { - stbtt__buf_skip(b, 1); - while (b->cursor < b->size) - { - v = stbtt__buf_get8(b); - if ((v & 0xF) == 0xF || (v >> 4) == 0xF) - break; - } - } - else - { - stbtt__cff_int(b); - } +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } } -static stbtt__buf stbtt__dict_get(stbtt__buf* b, int key) +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) { - stbtt__buf_seek(b, 0); - while (b->cursor < b->size) - { - int start = b->cursor, end, op; - while (stbtt__buf_peek8(b) >= 28) - stbtt__cff_skip_operand(b); - end = b->cursor; - op = stbtt__buf_get8(b); - if (op == 12) op = stbtt__buf_get8(b) | 0x100; - if (op == key) return stbtt__buf_range(b, start, end - start); - } - return stbtt__buf_range(b, 0, 0); + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); } -static void stbtt__dict_get_ints(stbtt__buf* b, int key, int outcount, stbtt_uint32* out) +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) { - int i; - stbtt__buf operands = stbtt__dict_get(b, key); - for (i = 0; i < outcount && operands.cursor < operands.size; i++) - out[i] = stbtt__cff_int(&operands); + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); } -static int stbtt__cff_index_count(stbtt__buf* b) +static int stbtt__cff_index_count(stbtt__buf *b) { - stbtt__buf_seek(b, 0); - return stbtt__buf_get16(b); + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); } static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) { - int count, offsize, start, end; - stbtt__buf_seek(&b, 0); - count = stbtt__buf_get16(&b); - offsize = stbtt__buf_get8(&b); - STBTT_assert(i >= 0 && i < count); - STBTT_assert(offsize >= 1 && offsize <= 4); - stbtt__buf_skip(&b, i * offsize); - start = stbtt__buf_get(&b, offsize); - end = stbtt__buf_get(&b, offsize); - return stbtt__buf_range(&b, 2 + (count + 1) * offsize + start, end - start); + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); } ////////////////////////////////////////////////////////////////////////// @@ -1286,1488 +1288,1434 @@ static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) #define ttCHAR(p) (* (stbtt_int8 *) (p)) #define ttFixed(p) ttLONG(p) -static stbtt_uint16 ttUSHORT(stbtt_uint8* p) { return p[0] * 256 + p[1]; } -static stbtt_int16 ttSHORT(stbtt_uint8* p) { return p[0] * 256 + p[1]; } -static stbtt_uint32 ttULONG(stbtt_uint8* p) { return (p[0] << 24) + (p[1] << 16) + (p[2] << 8) + p[3]; } -static stbtt_int32 ttLONG(stbtt_uint8* p) { return (p[0] << 24) + (p[1] << 16) + (p[2] << 8) + p[3]; } +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } #define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) #define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) -static int stbtt__isfont(stbtt_uint8* font) +static int stbtt__isfont(stbtt_uint8 *font) { - // check the version number - if (stbtt_tag4(font, '1', 0, 0, 0)) return 1; // TrueType 1 - if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! - if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF - if (stbtt_tag4(font, 0, 1, 0, 0)) return 1; // OpenType 1.0 - if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts - return 0; + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; } // @OPTIMIZE: binary search -static stbtt_uint32 stbtt__find_table(stbtt_uint8* data, stbtt_uint32 fontstart, const char* tag) -{ - stbtt_int32 num_tables = ttUSHORT(data + fontstart + 4); - stbtt_uint32 tabledir = fontstart + 12; - stbtt_int32 i; - for (i = 0; i < num_tables; ++i) - { - stbtt_uint32 loc = tabledir + 16 * i; - if (stbtt_tag(data + loc + 0, tag)) - return ttULONG(data + loc + 8); - } - return 0; -} - -static int stbtt_GetFontOffsetForIndex_internal(unsigned char* font_collection, int index) -{ - // if it's just a font, there's only one valid index - if (stbtt__isfont(font_collection)) - return index == 0 ? 0 : -1; - - // check if it's a TTC - if (stbtt_tag(font_collection, "ttcf")) - { - // version 1? - if (ttULONG(font_collection + 4) == 0x00010000 || ttULONG(font_collection + 4) == 0x00020000) - { - stbtt_int32 n = ttLONG(font_collection + 8); - if (index >= n) - return -1; - return ttULONG(font_collection + 12 + index * 4); - } - } - return -1; -} - -static int stbtt_GetNumberOfFonts_internal(unsigned char* font_collection) -{ - // if it's just a font, there's only one valid font - if (stbtt__isfont(font_collection)) - return 1; - - // check if it's a TTC - if (stbtt_tag(font_collection, "ttcf")) - { - // version 1? - if (ttULONG(font_collection + 4) == 0x00010000 || ttULONG(font_collection + 4) == 0x00020000) - { - return ttLONG(font_collection + 8); - } - } - return 0; +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; } static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) { - stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; - stbtt__buf pdict; - stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); - if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); - pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); - stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); - if (!subrsoff) return stbtt__new_buf(NULL, 0); - stbtt__buf_seek(&cff, private_loc[1] + subrsoff); - return stbtt__cff_get_index(&cff); -} - -static int stbtt_InitFont_internal(stbtt_fontinfo* info, unsigned char* data, int fontstart) -{ - stbtt_uint32 cmap, t; - stbtt_int32 i, numTables; - - info->data = data; - info->fontstart = fontstart; - info->cff = stbtt__new_buf(NULL, 0); - - cmap = stbtt__find_table(data, fontstart, "cmap"); // required - info->loca = stbtt__find_table(data, fontstart, "loca"); // required - info->head = stbtt__find_table(data, fontstart, "head"); // required - info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required - info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required - info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required - info->kern = stbtt__find_table(data, fontstart, "kern"); // not required - info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required - - if (!cmap || !info->head || !info->hhea || !info->hmtx) - return 0; - if (info->glyf) - { - // required for truetype - if (!info->loca) return 0; - } - else - { - // initialization for CFF / Type2 fonts (OTF) - stbtt__buf b, topdict, topdictidx; - stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; - stbtt_uint32 cff; - - cff = stbtt__find_table(data, fontstart, "CFF "); - if (!cff) return 0; - - info->fontdicts = stbtt__new_buf(NULL, 0); - info->fdselect = stbtt__new_buf(NULL, 0); - - // @TODO this should use size from table (not 512MB) - info->cff = stbtt__new_buf(data + cff, 512 * 1024 * 1024); - b = info->cff; - - // read the header - stbtt__buf_skip(&b, 2); - stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize - - // @TODO the name INDEX could list multiple fonts, - // but we just use the first one. - stbtt__cff_get_index(&b); // name INDEX - topdictidx = stbtt__cff_get_index(&b); - topdict = stbtt__cff_index_get(topdictidx, 0); - stbtt__cff_get_index(&b); // string INDEX - info->gsubrs = stbtt__cff_get_index(&b); - - stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); - stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); - stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); - stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); - info->subrs = stbtt__get_subrs(b, topdict); - - // we only support Type 2 charstrings - if (cstype != 2) return 0; - if (charstrings == 0) return 0; - - if (fdarrayoff) - { - // looks like a CID font - if (!fdselectoff) return 0; - stbtt__buf_seek(&b, fdarrayoff); - info->fontdicts = stbtt__cff_get_index(&b); - info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size - fdselectoff); - } - - stbtt__buf_seek(&b, charstrings); - info->charstrings = stbtt__cff_get_index(&b); - } - - t = stbtt__find_table(data, fontstart, "maxp"); - if (t) - info->numGlyphs = ttUSHORT(data + t + 4); - else - info->numGlyphs = 0xffff; - - // find a cmap encoding table we understand *now* to avoid searching - // later. (todo: could make this installable) - // the same regardless of glyph. - numTables = ttUSHORT(data + cmap + 2); - info->index_map = 0; - for (i = 0; i < numTables; ++i) - { - stbtt_uint32 encoding_record = cmap + 4 + 8 * i; - // find an encoding we understand: - switch (ttUSHORT(data + encoding_record)) - { - case STBTT_PLATFORM_ID_MICROSOFT: - switch (ttUSHORT(data + encoding_record + 2)) - { - case STBTT_MS_EID_UNICODE_BMP: - case STBTT_MS_EID_UNICODE_FULL: - // MS/Unicode - info->index_map = cmap + ttULONG(data + encoding_record + 4); - break; - } - break; - case STBTT_PLATFORM_ID_UNICODE: - // Mac/iOS has these - // all the encodingIDs are unicode, so we don't bother to check it - info->index_map = cmap + ttULONG(data + encoding_record + 4); - break; - } - } - if (info->index_map == 0) - return 0; - - info->indexToLocFormat = ttUSHORT(data + info->head + 50); - return 1; -} - -STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo* info, int unicode_codepoint) -{ - stbtt_uint8* data = info->data; - stbtt_uint32 index_map = info->index_map; - - stbtt_uint16 format = ttUSHORT(data + index_map + 0); - if (format == 0) - { // apple byte encoding - stbtt_int32 bytes = ttUSHORT(data + index_map + 2); - if (unicode_codepoint < bytes - 6) - return ttBYTE(data + index_map + 6 + unicode_codepoint); - return 0; - } - else if (format == 6) - { - stbtt_uint32 first = ttUSHORT(data + index_map + 6); - stbtt_uint32 count = ttUSHORT(data + index_map + 8); - if ((stbtt_uint32)unicode_codepoint >= first && (stbtt_uint32)unicode_codepoint < first + count) - return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first) * 2); - return 0; - } - else if (format == 2) - { - STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean - return 0; - } - else if (format == 4) - { // standard mapping for windows fonts: binary search collection of ranges - stbtt_uint16 segcount = ttUSHORT(data + index_map + 6) >> 1; - stbtt_uint16 searchRange = ttUSHORT(data + index_map + 8) >> 1; - stbtt_uint16 entrySelector = ttUSHORT(data + index_map + 10); - stbtt_uint16 rangeShift = ttUSHORT(data + index_map + 12) >> 1; - - // do a binary search of the segments - stbtt_uint32 endCount = index_map + 14; - stbtt_uint32 search = endCount; - - if (unicode_codepoint > 0xffff) - return 0; - - // they lie from endCount .. endCount + segCount - // but searchRange is the nearest power of two, so... - if (unicode_codepoint >= ttUSHORT(data + search + rangeShift * 2)) - search += rangeShift * 2; - - // now decrement to bias correctly to find smallest - search -= 2; - while (entrySelector) - { - stbtt_uint16 end; - searchRange >>= 1; - end = ttUSHORT(data + search + searchRange * 2); - if (unicode_codepoint > end) - search += searchRange * 2; - --entrySelector; - } - search += 2; - - { - stbtt_uint16 offset, start; - stbtt_uint16 item = (stbtt_uint16)((search - endCount) >> 1); - - STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2 * item)); - start = ttUSHORT(data + index_map + 14 + segcount * 2 + 2 + 2 * item); - if (unicode_codepoint < start) - return 0; - - offset = ttUSHORT(data + index_map + 14 + segcount * 6 + 2 + 2 * item); - if (offset == 0) - return (stbtt_uint16)(unicode_codepoint + ttSHORT(data + index_map + 14 + segcount * 4 + 2 + 2 * item)); - - return ttUSHORT(data + offset + (unicode_codepoint - start) * 2 + index_map + 14 + segcount * 6 + 2 + 2 * item); - } - } - else if (format == 12 || format == 13) - { - stbtt_uint32 ngroups = ttULONG(data + index_map + 12); - stbtt_int32 low, high; - low = 0; high = (stbtt_int32)ngroups; - // Binary search the right group. - while (low < high) - { - stbtt_int32 mid = low + ((high - low) >> 1); // rounds down, so low <= mid < high - stbtt_uint32 start_char = ttULONG(data + index_map + 16 + mid * 12); - stbtt_uint32 end_char = ttULONG(data + index_map + 16 + mid * 12 + 4); - if ((stbtt_uint32)unicode_codepoint < start_char) - high = mid; - else if ((stbtt_uint32)unicode_codepoint > end_char) - low = mid + 1; - else - { - stbtt_uint32 start_glyph = ttULONG(data + index_map + 16 + mid * 12 + 8); - if (format == 12) - return start_glyph + unicode_codepoint - start_char; - else // format == 13 - return start_glyph; - } - } - return 0; // not found - } - // @TODO - STBTT_assert(0); - return 0; -} - -STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo* info, int unicode_codepoint, stbtt_vertex** vertices) -{ - return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); -} - -static void stbtt_setvertex(stbtt_vertex* v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) -{ - v->type = type; - v->x = (stbtt_int16)x; - v->y = (stbtt_int16)y; - v->cx = (stbtt_int16)cx; - v->cy = (stbtt_int16)cy; -} - -static int stbtt__GetGlyfOffset(const stbtt_fontinfo* info, int glyph_index) -{ - int g1, g2; - - STBTT_assert(!info->cff.size); - - if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range - if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format - - if (info->indexToLocFormat == 0) - { - g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; - g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; - } - else - { - g1 = info->glyf + ttULONG(info->data + info->loca + glyph_index * 4); - g2 = info->glyf + ttULONG(info->data + info->loca + glyph_index * 4 + 4); - } - - return g1 == g2 ? -1 : g1; // if length is 0, return -1 -} - -static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1); - -STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1) -{ - if (info->cff.size) - { - stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); - } - else - { - int g = stbtt__GetGlyfOffset(info, glyph_index); - if (g < 0) return 0; - - if (x0) *x0 = ttSHORT(info->data + g + 2); - if (y0) *y0 = ttSHORT(info->data + g + 4); - if (x1) *x1 = ttSHORT(info->data + g + 6); - if (y1) *y1 = ttSHORT(info->data + g + 8); - } - return 1; -} - -STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo* info, int codepoint, int* x0, int* y0, int* x1, int* y1) -{ - return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info, codepoint), x0, y0, x1, y1); -} - -STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo* info, int glyph_index) -{ - stbtt_int16 numberOfContours; - int g; - if (info->cff.size) - return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; - g = stbtt__GetGlyfOffset(info, glyph_index); - if (g < 0) return 1; - numberOfContours = ttSHORT(info->data + g); - return numberOfContours == 0; -} - -static int stbtt__close_shape(stbtt_vertex* vertices, int num_vertices, int was_off, int start_off, - stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) -{ - if (start_off) - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx + scx) >> 1, (cy + scy) >> 1, cx, cy); - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx, sy, scx, scy); - } - else - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx, sy, cx, cy); - else - stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, sx, sy, 0, 0); - } - return num_vertices; -} - -static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) -{ - stbtt_int16 numberOfContours; - stbtt_uint8* endPtsOfContours; - stbtt_uint8* data = info->data; - stbtt_vertex* vertices = 0; - int num_vertices = 0; - int g = stbtt__GetGlyfOffset(info, glyph_index); - - *pvertices = NULL; - - if (g < 0) return 0; - - numberOfContours = ttSHORT(data + g); - - if (numberOfContours > 0) - { - stbtt_uint8 flags = 0, flagcount; - stbtt_int32 ins, i, j = 0, m, n, next_move, was_off = 0, off, start_off = 0; - stbtt_int32 x, y, cx, cy, sx, sy, scx, scy; - stbtt_uint8* points; - endPtsOfContours = (data + g + 10); - ins = ttUSHORT(data + g + 10 + numberOfContours * 2); - points = data + g + 10 + numberOfContours * 2 + 2 + ins; - - n = 1 + ttUSHORT(endPtsOfContours + numberOfContours * 2 - 2); - - m = n + 2 * numberOfContours; // a loose bound on how many vertices we might need - vertices = (stbtt_vertex*)STBTT_malloc(m * sizeof(vertices[0]), info->userdata); - if (vertices == 0) - return 0; - - next_move = 0; - flagcount = 0; - - // in first pass, we load uninterpreted data into the allocated array - // above, shifted to the end of the array so we won't overwrite it when - // we create our final data starting from the front - - off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated - - // first load flags - - for (i = 0; i < n; ++i) - { - if (flagcount == 0) - { - flags = *points++; - if (flags & 8) - flagcount = *points++; - } - else - --flagcount; - vertices[off + i].type = flags; - } - - // now load x coordinates - x = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - if (flags & 2) - { - stbtt_int16 dx = *points++; - x += (flags & 16) ? dx : -dx; // ??? - } - else - { - if (!(flags & 16)) - { - x = x + (stbtt_int16)(points[0] * 256 + points[1]); - points += 2; - } - } - vertices[off + i].x = (stbtt_int16)x; - } - - // now load y coordinates - y = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - if (flags & 4) - { - stbtt_int16 dy = *points++; - y += (flags & 32) ? dy : -dy; // ??? - } - else - { - if (!(flags & 32)) - { - y = y + (stbtt_int16)(points[0] * 256 + points[1]); - points += 2; - } - } - vertices[off + i].y = (stbtt_int16)y; - } - - // now convert them to our format - num_vertices = 0; - sx = sy = cx = cy = scx = scy = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - x = (stbtt_int16)vertices[off + i].x; - y = (stbtt_int16)vertices[off + i].y; - - if (next_move == i) - { - if (i != 0) - num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy); - - // now start the new one - start_off = !(flags & 1); - if (start_off) - { - // if we start off with an off-curve point, then when we need to find a point on the curve - // where we can start, and we need to save some state for when we wraparound. - scx = x; - scy = y; - if (!(vertices[off + i + 1].type & 1)) - { - // next point is also a curve point, so interpolate an on-point curve - sx = (x + (stbtt_int32)vertices[off + i + 1].x) >> 1; - sy = (y + (stbtt_int32)vertices[off + i + 1].y) >> 1; - } - else - { - // otherwise just use the next point as our start point - sx = (stbtt_int32)vertices[off + i + 1].x; - sy = (stbtt_int32)vertices[off + i + 1].y; - ++i; // we're using point i+1 as the starting point, so skip it - } - } - else - { - sx = x; - sy = y; - } - stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove, sx, sy, 0, 0); - was_off = 0; - next_move = 1 + ttUSHORT(endPtsOfContours + j * 2); - ++j; - } - else - { - if (!(flags & 1)) - { // if it's a curve - if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx + x) >> 1, (cy + y) >> 1, cx, cy); - cx = x; - cy = y; - was_off = 1; - } - else - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x, y, cx, cy); - else - stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x, y, 0, 0); - was_off = 0; - } - } - } - num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy); - } - else if (numberOfContours == -1) - { - // Compound shapes. - int more = 1; - stbtt_uint8* comp = data + g + 10; - num_vertices = 0; - vertices = 0; - while (more) - { - stbtt_uint16 flags, gidx; - int comp_num_verts = 0, i; - stbtt_vertex* comp_verts = 0, * tmp = 0; - float mtx[6] = { 1,0,0,1,0,0 }, m, n; - - flags = ttSHORT(comp); comp += 2; - gidx = ttSHORT(comp); comp += 2; - - if (flags & 2) - { // XY values - if (flags & 1) - { // shorts - mtx[4] = ttSHORT(comp); comp += 2; - mtx[5] = ttSHORT(comp); comp += 2; - } - else - { - mtx[4] = ttCHAR(comp); comp += 1; - mtx[5] = ttCHAR(comp); comp += 1; - } - } - else - { - // @TODO handle matching point - STBTT_assert(0); - } - if (flags & (1 << 3)) - { // WE_HAVE_A_SCALE - mtx[0] = mtx[3] = ttSHORT(comp) / 16384.0f; comp += 2; - mtx[1] = mtx[2] = 0; - } - else if (flags & (1 << 6)) - { // WE_HAVE_AN_X_AND_YSCALE - mtx[0] = ttSHORT(comp) / 16384.0f; comp += 2; - mtx[1] = mtx[2] = 0; - mtx[3] = ttSHORT(comp) / 16384.0f; comp += 2; - } - else if (flags & (1 << 7)) - { // WE_HAVE_A_TWO_BY_TWO - mtx[0] = ttSHORT(comp) / 16384.0f; comp += 2; - mtx[1] = ttSHORT(comp) / 16384.0f; comp += 2; - mtx[2] = ttSHORT(comp) / 16384.0f; comp += 2; - mtx[3] = ttSHORT(comp) / 16384.0f; comp += 2; - } - - // Find transformation scales. - m = (float)STBTT_sqrt(mtx[0] * mtx[0] + mtx[1] * mtx[1]); - n = (float)STBTT_sqrt(mtx[2] * mtx[2] + mtx[3] * mtx[3]); - - // Get indexed glyph. - comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); - if (comp_num_verts > 0) - { - // Transform vertices. - for (i = 0; i < comp_num_verts; ++i) - { - stbtt_vertex* v = &comp_verts[i]; - stbtt_vertex_type x, y; - x = v->x; y = v->y; - v->x = (stbtt_vertex_type)(m * (mtx[0] * x + mtx[2] * y + mtx[4])); - v->y = (stbtt_vertex_type)(n * (mtx[1] * x + mtx[3] * y + mtx[5])); - x = v->cx; y = v->cy; - v->cx = (stbtt_vertex_type)(m * (mtx[0] * x + mtx[2] * y + mtx[4])); - v->cy = (stbtt_vertex_type)(n * (mtx[1] * x + mtx[3] * y + mtx[5])); - } - // Append vertices. - tmp = (stbtt_vertex*)STBTT_malloc((num_vertices + comp_num_verts) * sizeof(stbtt_vertex), info->userdata); - if (!tmp) - { - if (vertices) STBTT_free(vertices, info->userdata); - if (comp_verts) STBTT_free(comp_verts, info->userdata); - return 0; - } - if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices * sizeof(stbtt_vertex)); //-V595 - STBTT_memcpy(tmp + num_vertices, comp_verts, comp_num_verts * sizeof(stbtt_vertex)); - if (vertices) STBTT_free(vertices, info->userdata); - vertices = tmp; - STBTT_free(comp_verts, info->userdata); - num_vertices += comp_num_verts; - } - // More components ? - more = flags & (1 << 5); - } - } - else if (numberOfContours < 0) - { - // @TODO other compound variations? - STBTT_assert(0); - } - else - { - // numberOfCounters == 0, do nothing - } - - *pvertices = vertices; - return num_vertices; + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; } typedef struct { - int bounds; - int started; - float first_x, first_y; - float x, y; - stbtt_int32 min_x, max_x, min_y, max_y; + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; - stbtt_vertex* pvertices; - int num_vertices; + stbtt_vertex *pvertices; + int num_vertices; } stbtt__csctx; #define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} -static void stbtt__track_vertex(stbtt__csctx* c, stbtt_int32 x, stbtt_int32 y) +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) { - if (x > c->max_x || !c->started) c->max_x = x; - if (y > c->max_y || !c->started) c->max_y = y; - if (x < c->min_x || !c->started) c->min_x = x; - if (y < c->min_y || !c->started) c->min_y = y; - c->started = 1; + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; } -static void stbtt__csctx_v(stbtt__csctx* c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) { - if (c->bounds) - { - stbtt__track_vertex(c, x, y); - if (type == STBTT_vcubic) - { - stbtt__track_vertex(c, cx, cy); - stbtt__track_vertex(c, cx1, cy1); - } - } - else - { - stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); - c->pvertices[c->num_vertices].cx1 = (stbtt_int16)cx1; - c->pvertices[c->num_vertices].cy1 = (stbtt_int16)cy1; - } - c->num_vertices++; + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; } -static void stbtt__csctx_close_shape(stbtt__csctx* ctx) +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) { - if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) - stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); } -static void stbtt__csctx_rmove_to(stbtt__csctx* ctx, float dx, float dy) +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) { - stbtt__csctx_close_shape(ctx); - ctx->first_x = ctx->x = ctx->x + dx; - ctx->first_y = ctx->y = ctx->y + dy; - stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } -static void stbtt__csctx_rline_to(stbtt__csctx* ctx, float dx, float dy) +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) { - ctx->x += dx; - ctx->y += dy; - stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } -static void stbtt__csctx_rccurve_to(stbtt__csctx* ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) { - float cx1 = ctx->x + dx1; - float cy1 = ctx->y + dy1; - float cx2 = cx1 + dx2; - float cy2 = cy1 + dy2; - ctx->x = cx2 + dx3; - ctx->y = cy2 + dy3; - stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); } static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) { - int count = stbtt__cff_index_count(&idx); - int bias = 107; - if (count >= 33900) - bias = 32768; - else if (count >= 1240) - bias = 1131; - n += bias; - if (n < 0 || n >= count) - return stbtt__new_buf(NULL, 0); - return stbtt__cff_index_get(idx, n); -} - -static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo* info, int glyph_index) -{ - stbtt__buf fdselect = info->fdselect; - int nranges, start, end, v, fmt, fdselector = -1, i; - - stbtt__buf_seek(&fdselect, 0); - fmt = stbtt__buf_get8(&fdselect); - if (fmt == 0) - { - // untested - stbtt__buf_skip(&fdselect, glyph_index); - fdselector = stbtt__buf_get8(&fdselect); - } - else if (fmt == 3) - { - nranges = stbtt__buf_get16(&fdselect); - start = stbtt__buf_get16(&fdselect); - for (i = 0; i < nranges; i++) - { - v = stbtt__buf_get8(&fdselect); - end = stbtt__buf_get16(&fdselect); - if (glyph_index >= start && glyph_index < end) - { - fdselector = v; - break; - } - start = end; - } - } - if (fdselector == -1) stbtt__new_buf(NULL, 0); - return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); -} - -static int stbtt__run_charstring(const stbtt_fontinfo* info, int glyph_index, stbtt__csctx* c) -{ - int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; - int has_subrs = 0, clear_stack; - float s[48]; - stbtt__buf subr_stack[10], subrs = info->subrs, b; - float f; + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; #define STBTT__CSERR(s) (0) - // this currently ignores the initial width value, which isn't needed if we have hmtx - b = stbtt__cff_index_get(info->charstrings, glyph_index); - while (b.cursor < b.size) - { - i = 0; - clear_stack = 1; - b0 = stbtt__buf_get8(&b); - switch (b0) - { - // @TODO implement hinting - case 0x13: // hintmask - case 0x14: // cntrmask - if (in_header) - maskbits += (sp / 2); // implicit "vstem" - in_header = 0; - stbtt__buf_skip(&b, (maskbits + 7) / 8); - break; - - case 0x01: // hstem - case 0x03: // vstem - case 0x12: // hstemhm - case 0x17: // vstemhm - maskbits += (sp / 2); - break; - - case 0x15: // rmoveto - in_header = 0; - if (sp < 2) return STBTT__CSERR("rmoveto stack"); - stbtt__csctx_rmove_to(c, s[sp - 2], s[sp - 1]); - break; - case 0x04: // vmoveto - in_header = 0; - if (sp < 1) return STBTT__CSERR("vmoveto stack"); - stbtt__csctx_rmove_to(c, 0, s[sp - 1]); - break; - case 0x16: // hmoveto - in_header = 0; - if (sp < 1) return STBTT__CSERR("hmoveto stack"); - stbtt__csctx_rmove_to(c, s[sp - 1], 0); - break; - - case 0x05: // rlineto - if (sp < 2) return STBTT__CSERR("rlineto stack"); - for (; i + 1 < sp; i += 2) - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - break; - - // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical - // starting from a different place. - - case 0x07: // vlineto - if (sp < 1) return STBTT__CSERR("vlineto stack"); - goto vlineto; - case 0x06: // hlineto - if (sp < 1) return STBTT__CSERR("hlineto stack"); - for (;;) - { - if (i >= sp) break; - stbtt__csctx_rline_to(c, s[i], 0); - i++; - vlineto: - if (i >= sp) break; - stbtt__csctx_rline_to(c, 0, s[i]); - i++; - } - break; - - case 0x1F: // hvcurveto - if (sp < 4) return STBTT__CSERR("hvcurveto stack"); - goto hvcurveto; - case 0x1E: // vhcurveto - if (sp < 4) return STBTT__CSERR("vhcurveto stack"); - for (;;) - { - if (i + 3 >= sp) break; - stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], (sp - i == 5) ? s[i + 4] : 0.0f); - i += 4; - hvcurveto: - if (i + 3 >= sp) break; - stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], (sp - i == 5) ? s[i + 4] : 0.0f, s[i + 3]); - i += 4; - } - break; - - case 0x08: // rrcurveto - if (sp < 6) return STBTT__CSERR("rcurveline stack"); - for (; i + 5 < sp; i += 6) - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - break; - - case 0x18: // rcurveline - if (sp < 8) return STBTT__CSERR("rcurveline stack"); - for (; i + 5 < sp - 2; i += 6) - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - break; - - case 0x19: // rlinecurve - if (sp < 8) return STBTT__CSERR("rlinecurve stack"); - for (; i + 1 < sp - 6; i += 2) - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - break; - - case 0x1A: // vvcurveto - case 0x1B: // hhcurveto - if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); - f = 0.0; - if (sp & 1) { f = s[i]; i++; } - for (; i + 3 < sp; i += 4) - { - if (b0 == 0x1B) - stbtt__csctx_rccurve_to(c, s[i], f, s[i + 1], s[i + 2], s[i + 3], 0.0); - else - stbtt__csctx_rccurve_to(c, f, s[i], s[i + 1], s[i + 2], 0.0, s[i + 3]); - f = 0.0; - } - break; - - case 0x0A: // callsubr - if (!has_subrs) - { - if (info->fdselect.size) - subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); - has_subrs = 1; - } - // fallthrough - case 0x1D: // callgsubr - if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); - v = (int)s[--sp]; - if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); - subr_stack[subr_stack_height++] = b; - b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); - if (b.size == 0) return STBTT__CSERR("subr not found"); - b.cursor = 0; - clear_stack = 0; - break; - - case 0x0B: // return - if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); - b = subr_stack[--subr_stack_height]; - clear_stack = 0; - break; - - case 0x0E: // endchar - stbtt__csctx_close_shape(c); - return 1; - - case 0x0C: - { // two-byte escape - float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; - float dx, dy; - int b1 = stbtt__buf_get8(&b); - switch (b1) - { - // @TODO These "flex" implementations ignore the flex-depth and resolution, - // and always draw beziers. - case 0x22: // hflex - if (sp < 7) return STBTT__CSERR("hflex stack"); - dx1 = s[0]; - dx2 = s[1]; - dy2 = s[2]; - dx3 = s[3]; - dx4 = s[4]; - dx5 = s[5]; - dx6 = s[6]; - stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); - stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); - break; - - case 0x23: // flex - if (sp < 13) return STBTT__CSERR("flex stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dy3 = s[5]; - dx4 = s[6]; - dy4 = s[7]; - dx5 = s[8]; - dy5 = s[9]; - dx6 = s[10]; - dy6 = s[11]; - //fd is s[12] - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); - stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); - break; - - case 0x24: // hflex1 - if (sp < 9) return STBTT__CSERR("hflex1 stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dx4 = s[5]; - dx5 = s[6]; - dy5 = s[7]; - dx6 = s[8]; - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); - stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1 + dy2 + dy5)); - break; - - case 0x25: // flex1 - if (sp < 11) return STBTT__CSERR("flex1 stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dy3 = s[5]; - dx4 = s[6]; - dy4 = s[7]; - dx5 = s[8]; - dy5 = s[9]; - dx6 = dy6 = s[10]; - dx = dx1 + dx2 + dx3 + dx4 + dx5; - dy = dy1 + dy2 + dy3 + dy4 + dy5; - if (STBTT_fabs(dx) > STBTT_fabs(dy)) - dy6 = -dy; - else - dx6 = -dx; - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); - stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); - break; - - default: - return STBTT__CSERR("unimplemented"); - } - } break; - - default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 - return STBTT__CSERR("reserved operator"); - - // push immediate - if (b0 == 255) - { - f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; - } - else - { - stbtt__buf_skip(&b, -1); - f = (float)(stbtt_int16)stbtt__cff_int(&b); - } - if (sp >= 48) return STBTT__CSERR("push stack overflow"); - s[sp++] = f; - clear_stack = 0; - break; - } - if (clear_stack) sp = 0; - } - return STBTT__CSERR("no endchar"); + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); #undef STBTT__CSERR } -static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) -{ - // runs the charstring twice, once to count and once to output (to avoid realloc) - stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); - stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); - if (stbtt__run_charstring(info, glyph_index, &count_ctx)) - { - *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices * sizeof(stbtt_vertex), info->userdata); - output_ctx.pvertices = *pvertices; - if (stbtt__run_charstring(info, glyph_index, &output_ctx)) - { - STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); - return output_ctx.num_vertices; - } - } - *pvertices = NULL; - return 0; -} - -static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1) -{ - stbtt__csctx c = STBTT__CSCTX_INIT(1); - int r = stbtt__run_charstring(info, glyph_index, &c); - if (x0) *x0 = r ? c.min_x : 0; - if (y0) *y0 = r ? c.min_y : 0; - if (x1) *x1 = r ? c.max_x : 0; - if (y1) *y1 = r ? c.max_y : 0; - return r ? c.num_vertices : 0; -} - -STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) -{ - if (!info->cff.size) - return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); - else - return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); -} - -STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo* info, int glyph_index, int* advanceWidth, int* leftSideBearing) -{ - stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data + info->hhea + 34); - if (glyph_index < numOfLongHorMetrics) - { - if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4 * glyph_index); - if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4 * glyph_index + 2); - } - else - { - if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4 * (numOfLongHorMetrics - 1)); - if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4 * numOfLongHorMetrics + 2 * (glyph_index - numOfLongHorMetrics)); - } -} - -static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2) -{ - stbtt_uint8* data = info->data + info->kern; - stbtt_uint32 needle, straw; - int l, r, m; - - // we only look at the first table. it must be 'horizontal' and format 0. - if (!info->kern) - return 0; - if (ttUSHORT(data + 2) < 1) // number of tables, need at least 1 - return 0; - if (ttUSHORT(data + 8) != 1) // horizontal flag must be set in format - return 0; - - l = 0; - r = ttUSHORT(data + 10) - 1; - needle = glyph1 << 16 | glyph2; - while (l <= r) - { - m = (l + r) >> 1; - straw = ttULONG(data + 18 + (m * 6)); // note: unaligned read - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - return ttSHORT(data + 22 + (m * 6)); - } - return 0; -} - -static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8* coverageTable, int glyph) -{ - stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); - switch (coverageFormat) - { - case 1: - { - stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); - - // Binary search. - stbtt_int32 l = 0, r = glyphCount - 1, m; - int straw, needle = glyph; - while (l <= r) - { - stbtt_uint8* glyphArray = coverageTable + 4; - stbtt_uint16 glyphID; - m = (l + r) >> 1; - glyphID = ttUSHORT(glyphArray + 2 * m); - straw = glyphID; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - { - return m; - } - } - } break; - - case 2: - { - stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); - stbtt_uint8* rangeArray = coverageTable + 4; - - // Binary search. - stbtt_int32 l = 0, r = rangeCount - 1, m; - int strawStart, strawEnd, needle = glyph; - while (l <= r) - { - stbtt_uint8* rangeRecord; - m = (l + r) >> 1; - rangeRecord = rangeArray + 6 * m; - strawStart = ttUSHORT(rangeRecord); - strawEnd = ttUSHORT(rangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - { - stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); - return startCoverageIndex + glyph - strawStart; - } - } - } break; - - default: - { - // There are no other cases. - STBTT_assert(0); - } break; - } - - return -1; -} - -static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8* classDefTable, int glyph) -{ - stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); - switch (classDefFormat) - { - case 1: - { - stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); - stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); - stbtt_uint8* classDef1ValueArray = classDefTable + 6; - - if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) - return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); - - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classDef1ValueArray + 2 * glyphCount; - } break; - - case 2: - { - stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); - stbtt_uint8* classRangeRecords = classDefTable + 4; - - // Binary search. - stbtt_int32 l = 0, r = classRangeCount - 1, m; - int strawStart, strawEnd, needle = glyph; - while (l <= r) - { - stbtt_uint8* classRangeRecord; - m = (l + r) >> 1; - classRangeRecord = classRangeRecords + 6 * m; - strawStart = ttUSHORT(classRangeRecord); - strawEnd = ttUSHORT(classRangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - return (stbtt_int32)ttUSHORT(classRangeRecord + 4); - } - - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classRangeRecords + 6 * classRangeCount; - } break; - - default: - { - // There are no other cases. - STBTT_assert(0); - } break; - } - - return -1; +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. #define STBTT_GPOS_TODO_assert(x) -static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2) -{ - stbtt_uint16 lookupListOffset; - stbtt_uint8* lookupList; - stbtt_uint16 lookupCount; - stbtt_uint8* data; - stbtt_int32 i; - - if (!info->gpos) return 0; - - data = info->data + info->gpos; - - if (ttUSHORT(data + 0) != 1) return 0; // Major version 1 - if (ttUSHORT(data + 2) != 0) return 0; // Minor version 0 - - lookupListOffset = ttUSHORT(data + 8); - lookupList = data + lookupListOffset; - lookupCount = ttUSHORT(lookupList); - - for (i = 0; i < lookupCount; ++i) - { - stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i); - stbtt_uint8* lookupTable = lookupList + lookupOffset; - - stbtt_uint16 lookupType = ttUSHORT(lookupTable); - stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4); - stbtt_uint8* subTableOffsets = lookupTable + 6; - switch (lookupType) - { - case 2: - { // Pair Adjustment Positioning Subtable - stbtt_int32 sti; - for (sti = 0; sti < subTableCount; sti++) - { - stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti); - stbtt_uint8* table = lookupTable + subtableOffset; - stbtt_uint16 posFormat = ttUSHORT(table); - stbtt_uint16 coverageOffset = ttUSHORT(table + 2); - stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1); - if (coverageIndex == -1) continue; - - switch (posFormat) - { - case 1: - { - stbtt_int32 l, r, m; - int straw, needle; - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); - stbtt_int32 valueRecordPairSizeInBytes = 2; - stbtt_uint16 pairSetCount = ttUSHORT(table + 8); - stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex); - stbtt_uint8* pairValueTable = table + pairPosOffset; - stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable); - stbtt_uint8* pairValueArray = pairValueTable + 2; - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) return 0; - - STBTT_assert(coverageIndex < pairSetCount); - STBTT__NOTUSED(pairSetCount); - - needle = glyph2; - r = pairValueCount - 1; - l = 0; - - // Binary search. - while (l <= r) - { - stbtt_uint16 secondGlyph; - stbtt_uint8* pairValue; - m = (l + r) >> 1; - pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; - secondGlyph = ttUSHORT(pairValue); - straw = secondGlyph; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - { - stbtt_int16 xAdvance = ttSHORT(pairValue + 2); - return xAdvance; - } - } - } break; - - case 2: - { - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); - - stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); - stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); - int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); - int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); - - stbtt_uint16 class1Count = ttUSHORT(table + 12); - stbtt_uint16 class2Count = ttUSHORT(table + 14); - STBTT_assert(glyph1class < class1Count); - STBTT_assert(glyph2class < class2Count); - - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) return 0; +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed - if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) - { - stbtt_uint8* class1Records = table + 16; - stbtt_uint8* class2Records = class1Records + 2 * (glyph1class * class2Count); - stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); - return xAdvance; - } - } break; - - default: - { - // There are no other cases. - STBTT_assert(0); - break; - } // [DEAR IMGUI] removed ; - } - } - break; - } // [DEAR IMGUI] removed ; + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } - default: - // TODO: Implement other stuff. - break; - } - } + default: + return 0; // Unsupported position format + } + } + } - return 0; + return 0; } -STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo* info, int g1, int g2) +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) { - int xAdvance = 0; + int xAdvance = 0; - if (info->gpos) - xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); - if (info->kern) - xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + return xAdvance; +} - return xAdvance; +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); } -STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo* info, int ch1, int ch2) +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) { - if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs - return 0; - return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info, ch1), stbtt_FindGlyphIndex(info, ch2)); + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); } -STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo* info, int codepoint, int* advanceWidth, int* leftSideBearing) +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) { - stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info, codepoint), advanceWidth, leftSideBearing); + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); } -STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo* info, int* ascent, int* descent, int* lineGap) +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) { - if (ascent) *ascent = ttSHORT(info->data + info->hhea + 4); - if (descent) *descent = ttSHORT(info->data + info->hhea + 6); - if (lineGap) *lineGap = ttSHORT(info->data + info->hhea + 8); + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; } -STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo* info, int* typoAscent, int* typoDescent, int* typoLineGap) +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) { - int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); - if (!tab) - return 0; - if (typoAscent) *typoAscent = ttSHORT(info->data + tab + 68); - if (typoDescent) *typoDescent = ttSHORT(info->data + tab + 70); - if (typoLineGap) *typoLineGap = ttSHORT(info->data + tab + 72); - return 1; + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); } -STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo* info, int* x0, int* y0, int* x1, int* y1) +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) { - *x0 = ttSHORT(info->data + info->head + 36); - *y0 = ttSHORT(info->data + info->head + 38); - *x1 = ttSHORT(info->data + info->head + 40); - *y1 = ttSHORT(info->data + info->head + 42); + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; } -STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo* info, float height) +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) { - int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); - return (float)height / fheight; + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; } -STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo* info, float pixels) +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) { - int unitsPerEm = ttUSHORT(info->data + info->head + 18); - return pixels / unitsPerEm; + STBTT_free(v, info->userdata); } -STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* v) +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) { - STBTT_free(v, info->userdata); + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); } ////////////////////////////////////////////////////////////////////////////// @@ -2775,40 +2723,37 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* v) // antialiasing software rasterizer // -STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo* font, int glyph, float scale_x, float scale_y, float shift_x, float shift_y, int* ix0, int* iy0, int* ix1, int* iy1) +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { - int x0 = 0, y0 = 0, x1, y1; // =0 suppresses compiler warning - if (!stbtt_GetGlyphBox(font, glyph, &x0, &y0, &x1, &y1)) - { - // e.g. space character - if (ix0) *ix0 = 0; - if (iy0) *iy0 = 0; - if (ix1) *ix1 = 0; - if (iy1) *iy1 = 0; - } - else - { - // move to integral bboxes (treating pixels as little squares, what pixels get touched)? - if (ix0) *ix0 = STBTT_ifloor(x0 * scale_x + shift_x); - if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); - if (ix1) *ix1 = STBTT_iceil(x1 * scale_x + shift_x); - if (iy1) *iy1 = STBTT_iceil(-y0 * scale_y + shift_y); - } + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } } -STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo* font, int glyph, float scale_x, float scale_y, int* ix0, int* iy0, int* ix1, int* iy1) +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, 0.0f, 0.0f, ix0, iy0, ix1, iy1); + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); } -STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo* font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int* ix0, int* iy0, int* ix1, int* iy1) +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font, codepoint), scale_x, scale_y, shift_x, shift_y, ix0, iy0, ix1, iy1); + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); } -STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, int codepoint, float scale_x, float scale_y, int* ix0, int* iy0, int* ix1, int* iy1) +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y, 0.0f, 0.0f, ix0, iy0, ix1, iy1); + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); } ////////////////////////////////////////////////////////////////////////////// @@ -2817,80 +2762,74 @@ STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, int codep typedef struct stbtt__hheap_chunk { - struct stbtt__hheap_chunk* next; + struct stbtt__hheap_chunk *next; } stbtt__hheap_chunk; typedef struct stbtt__hheap { - struct stbtt__hheap_chunk* head; - void* first_free; - int num_remaining_in_head_chunk; + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; } stbtt__hheap; -static void* stbtt__hheap_alloc(stbtt__hheap* hh, size_t size, void* userdata) +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) { - if (hh->first_free) - { - void* p = hh->first_free; - hh->first_free = *(void**)p; - return p; - } - else - { - if (hh->num_remaining_in_head_chunk == 0) - { - int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); - stbtt__hheap_chunk* c = (stbtt__hheap_chunk*)STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); - if (c == NULL) - return NULL; - c->next = hh->head; - hh->head = c; - hh->num_remaining_in_head_chunk = count; - } - --hh->num_remaining_in_head_chunk; - return (char*)(hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; - } + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } } -static void stbtt__hheap_free(stbtt__hheap* hh, void* p) +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) { - *(void**)p = hh->first_free; - hh->first_free = p; + *(void **) p = hh->first_free; + hh->first_free = p; } -static void stbtt__hheap_cleanup(stbtt__hheap* hh, void* userdata) +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) { - stbtt__hheap_chunk* c = hh->head; - while (c) - { - stbtt__hheap_chunk* n = c->next; - STBTT_free(c, userdata); - c = n; - } + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } } -typedef struct stbtt__edge -{ - float x0, y0, x1, y1; - int invert; +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; } stbtt__edge; typedef struct stbtt__active_edge { - struct stbtt__active_edge* next; -#if STBTT_RASTERIZER_VERSION==1 - int x, dx; - float ey; - int direction; -#elif STBTT_RASTERIZER_VERSION==2 - float fx, fdx, fdy; - float direction; - float sy; - float ey; -#else -#error "Unrecognized value of STBTT_RASTERIZER_VERSION" -#endif + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif } stbtt__active_edge; #if STBTT_RASTERIZER_VERSION == 1 @@ -2898,44 +2837,44 @@ typedef struct stbtt__active_edge #define STBTT_FIX (1 << STBTT_FIXSHIFT) #define STBTT_FIXMASK (STBTT_FIX-1) -static stbtt__active_edge* stbtt__new_active(stbtt__hheap* hh, stbtt__edge* e, int off_x, float start_point, void* userdata) +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) { - stbtt__active_edge* z = (stbtt__active_edge*)stbtt__hheap_alloc(hh, sizeof(*z), userdata); - float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); - STBTT_assert(z != NULL); - if (!z) return z; + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; - // round dx down to avoid overshooting - if (dxdy < 0) - z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); - else - z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); - z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount - z->x -= off_x * STBTT_FIX; + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; - z->ey = e->y1; - z->next = 0; - z->direction = e->invert ? 1 : -1; - return z; + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; } #elif STBTT_RASTERIZER_VERSION == 2 -static stbtt__active_edge* stbtt__new_active(stbtt__hheap* hh, stbtt__edge* e, int off_x, float start_point, void* userdata) -{ - stbtt__active_edge* z = (stbtt__active_edge*)stbtt__hheap_alloc(hh, sizeof(*z), userdata); - float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); - STBTT_assert(z != NULL); - //STBTT_assert(e->y0 <= start_point); - if (!z) return z; - z->fdx = dxdy; - z->fdy = dxdy != 0.0f ? (1.0f / dxdy) : 0.0f; - z->fx = e->x0 + dxdy * (start_point - e->y0); - z->fx -= off_x; - z->direction = e->invert ? 1.0f : -1.0f; - z->sy = e->y0; - z->ey = e->y1; - z->next = 0; - return z; +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; } #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" @@ -2945,523 +2884,519 @@ static stbtt__active_edge* stbtt__new_active(stbtt__hheap* hh, stbtt__edge* e, i // note: this routine clips fills that extend off the edges... ideally this // wouldn't happen, but it could happen if the truetype glyph bounding boxes // are wrong, or if the user supplies a too-small bitmap -static void stbtt__fill_active_edges(unsigned char* scanline, int len, stbtt__active_edge* e, int max_weight) -{ - // non-zero winding fill - int x0 = 0, w = 0; - - while (e) - { - if (w == 0) - { - // if we're currently at zero, we need to record the edge start point - x0 = e->x; w += e->direction; - } - else - { - int x1 = e->x; w += e->direction; - // if we went to zero, we need to draw - if (w == 0) - { - int i = x0 >> STBTT_FIXSHIFT; - int j = x1 >> STBTT_FIXSHIFT; - - if (i < len && j >= 0) - { - if (i == j) - { - // x0,x1 are the same pixel, so compute combined coverage - scanline[i] = scanline[i] + (stbtt_uint8)((x1 - x0) * max_weight >> STBTT_FIXSHIFT); - } - else - { - if (i >= 0) // add antialiasing for x0 - scanline[i] = scanline[i] + (stbtt_uint8)(((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); - else - i = -1; // clip - - if (j < len) // add antialiasing for x1 - scanline[j] = scanline[j] + (stbtt_uint8)(((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); - else - j = len; // clip - - for (++i; i < j; ++i) // fill pixels between x0 and x1 - scanline[i] = scanline[i] + (stbtt_uint8)max_weight; - } - } - } - } - - e = e->next; - } -} - -static void stbtt__rasterize_sorted_edges(stbtt__bitmap* result, stbtt__edge* e, int n, int vsubsample, int off_x, int off_y, void* userdata) -{ - stbtt__hheap hh = { 0, 0, 0 }; - stbtt__active_edge* active = NULL; - int y, j = 0; - int max_weight = (255 / vsubsample); // weight per vertical scanline - int s; // vertical subsample index - unsigned char scanline_data[512], * scanline; - - if (result->w > 512) - scanline = (unsigned char*)STBTT_malloc(result->w, userdata); - else - scanline = scanline_data; - - y = off_y * vsubsample; - e[n].y0 = (off_y + result->h) * (float)vsubsample + 1; - - while (j < result->h) - { - STBTT_memset(scanline, 0, result->w); - for (s = 0; s < vsubsample; ++s) - { - // find center of pixel for this scanline - float scan_y = y + 0.5f; - stbtt__active_edge** step = &active; - - // update all active edges; - // remove all active edges that terminate before the center of this scanline - while (*step) - { - stbtt__active_edge* z = *step; - if (z->ey <= scan_y) - { - *step = z->next; // delete from list - STBTT_assert(z->direction); - z->direction = 0; - stbtt__hheap_free(&hh, z); - } - else - { - z->x += z->dx; // advance to position for current scanline - step = &((*step)->next); // advance through list - } - } - - // resort the list if needed - for (;;) - { - int changed = 0; - step = &active; - while (*step && (*step)->next) - { - if ((*step)->x > (*step)->next->x) - { - stbtt__active_edge* t = *step; - stbtt__active_edge* q = t->next; - - t->next = q->next; - q->next = t; - *step = q; - changed = 1; - } - step = &(*step)->next; - } - if (!changed) break; - } - - // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline - while (e->y0 <= scan_y) - { - if (e->y1 > scan_y) - { - stbtt__active_edge* z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); - if (z != NULL) - { - // find insertion point - if (active == NULL) - active = z; - else if (z->x < active->x) - { - // insert at front - z->next = active; - active = z; - } - else - { - // find thing to insert AFTER - stbtt__active_edge* p = active; - while (p->next && p->next->x < z->x) - p = p->next; - // at this point, p->next->x is NOT < z->x - z->next = p->next; - p->next = z; - } - } - } - ++e; - } - - // now process all active edges in XOR fashion - if (active) - stbtt__fill_active_edges(scanline, result->w, active, max_weight); - - ++y; - } - STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); - ++j; - } - - stbtt__hheap_cleanup(&hh, userdata); - - if (scanline != scanline_data) - STBTT_free(scanline, userdata); +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); } #elif STBTT_RASTERIZER_VERSION == 2 // the edge passed in here does not cross the vertical line at x or the vertical line at x+1 // (i.e. it has already been clipped to those) -static void stbtt__handle_clipped_edge(float* scanline, int x, stbtt__active_edge* e, float x0, float y0, float x1, float y1) -{ - if (y0 == y1) return; - STBTT_assert(y0 < y1); - STBTT_assert(e->sy <= e->ey); - if (y0 > e->ey) return; - if (y1 < e->sy) return; - if (y0 < e->sy) - { - x0 += (x1 - x0) * (e->sy - y0) / (y1 - y0); - y0 = e->sy; - } - if (y1 > e->ey) - { - x1 += (x1 - x0) * (e->ey - y1) / (y1 - y0); - y1 = e->ey; - } - - if (x0 == x) - STBTT_assert(x1 <= x + 1); - else if (x0 == x + 1) - STBTT_assert(x1 >= x); - else if (x0 <= x) - STBTT_assert(x1 <= x); - else if (x0 >= x + 1) - STBTT_assert(x1 >= x + 1); - else - STBTT_assert(x1 >= x && x1 <= x + 1); - - if (x0 <= x && x1 <= x) - scanline[x] += e->direction * (y1 - y0); - else if (x0 >= x + 1 && x1 >= x + 1) - ; - else - { - STBTT_assert(x0 >= x && x0 <= x + 1 && x1 >= x && x1 <= x + 1); - scanline[x] += e->direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2); // coverage = 1 - average x position - } -} - -static void stbtt__fill_active_edges_new(float* scanline, float* scanline_fill, int len, stbtt__active_edge* e, float y_top) -{ - float y_bottom = y_top + 1; - - while (e) - { - // brute force every pixel - - // compute intersection points with top & bottom - STBTT_assert(e->ey >= y_top); - - if (e->fdx == 0) - { - float x0 = e->fx; - if (x0 < len) - { - if (x0 >= 0) - { - stbtt__handle_clipped_edge(scanline, (int)x0, e, x0, y_top, x0, y_bottom); - stbtt__handle_clipped_edge(scanline_fill - 1, (int)x0 + 1, e, x0, y_top, x0, y_bottom); - } - else - { - stbtt__handle_clipped_edge(scanline_fill - 1, 0, e, x0, y_top, x0, y_bottom); - } - } - } - else - { - float x0 = e->fx; - float dx = e->fdx; - float xb = x0 + dx; - float x_top, x_bottom; - float sy0, sy1; - float dy = e->fdy; - STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); - - // compute endpoints of line segment clipped to this scanline (if the - // line segment starts on this scanline. x0 is the intersection of the - // line with y_top, but that may be off the line segment. - if (e->sy > y_top) - { - x_top = x0 + dx * (e->sy - y_top); - sy0 = e->sy; - } - else - { - x_top = x0; - sy0 = y_top; - } - if (e->ey < y_bottom) - { - x_bottom = x0 + dx * (e->ey - y_top); - sy1 = e->ey; - } - else - { - x_bottom = xb; - sy1 = y_bottom; - } - - if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) - { - // from here on, we don't have to range check x values - - if ((int)x_top == (int)x_bottom) - { - float height; - // simple case, only spans one pixel - int x = (int)x_top; - height = sy1 - sy0; - STBTT_assert(x >= 0 && x < len); - scanline[x] += e->direction * (1 - ((x_top - x) + (x_bottom - x)) / 2) * height; - scanline_fill[x] += e->direction * height; // everything right of this pixel is filled - } - else - { - int x, x1, x2; - float y_crossing, step, sign, area; - // covers 2+ pixels - if (x_top > x_bottom) - { - // flip scanline vertically; signed area is the same - float t; - sy0 = y_bottom - (sy0 - y_top); - sy1 = y_bottom - (sy1 - y_top); - t = sy0, sy0 = sy1, sy1 = t; - t = x_bottom, x_bottom = x_top, x_top = t; - dx = -dx; - dy = -dy; - t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - (void)dx; // [ImGui: fix static analyzer warning] - } - - x1 = (int)x_top; - x2 = (int)x_bottom; - // compute intersection with y axis at x1+1 - y_crossing = (x1 + 1 - x0) * dy + y_top; - - sign = e->direction; - // area of the rectangle covered from y0..y_crossing - area = sign * (y_crossing - sy0); - // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) - scanline[x1] += area * (1 - ((x_top - x1) + (x1 + 1 - x1)) / 2); - - step = sign * dy; - for (x = x1 + 1; x < x2; ++x) - { - scanline[x] += area + step / 2; - area += step; - } - y_crossing += dy * (x2 - (x1 + 1)); - - STBTT_assert(STBTT_fabs(area) <= 1.01f); - - scanline[x2] += area + sign * (1 - ((x2 - x2) + (x_bottom - x2)) / 2) * (sy1 - y_crossing); - - scanline_fill[x2] += sign * (sy1 - sy0); - } - } - else - { - // if edge goes outside of box we're drawing, we require - // clipping logic. since this does not match the intended use - // of this library, we use a different, very slow brute - // force implementation - int x; - for (x = 0; x < len; ++x) - { - // cases: - // - // there can be up to two intersections with the pixel. any intersection - // with left or right edges can be handled by splitting into two (or three) - // regions. intersections with top & bottom do not necessitate case-wise logic. - // - // the old way of doing this found the intersections with the left & right edges, - // then used some simple logic to produce up to three segments in sorted order - // from top-to-bottom. however, this had a problem: if an x edge was epsilon - // across the x border, then the corresponding y position might not be distinct - // from the other y segment, and it might ignored as an empty segment. to avoid - // that, we need to explicitly produce segments based on x positions. - - // rename variables to clearly-defined pairs - float y0 = y_top; - float x1 = (float)(x); - float x2 = (float)(x + 1); - float x3 = xb; - float y3 = y_bottom; - - // x = e->x + e->dx * (y-y_top) - // (y-y_top) = (x - e->x) / e->dx - // y = (x - e->x) / e->dx + y_top - float y1 = (x - x0) / dx + y_top; - float y2 = (x + 1 - x0) / dx + y_top; - - if (x0 < x1 && x3 > x2) - { // three segments descending down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else if (x3 < x1 && x0 > x2) - { // three segments descending down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x0 < x1 && x3 > x1) - { // two segments across x, down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x3 < x1 && x0 > x1) - { // two segments across x, down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x0 < x2 && x3 > x2) - { // two segments across x+1, down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else if (x3 < x2 && x0 > x2) - { // two segments across x+1, down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else - { // one segment - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x3, y3); - } - } - } - } - e = e->next; - } +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } } // directly AA rasterize edges w/o supersampling -static void stbtt__rasterize_sorted_edges(stbtt__bitmap* result, stbtt__edge* e, int n, int vsubsample, int off_x, int off_y, void* userdata) -{ - stbtt__hheap hh = { 0, 0, 0 }; - stbtt__active_edge* active = NULL; - int y, j = 0, i; - float scanline_data[129], * scanline, * scanline2; - - STBTT__NOTUSED(vsubsample); - - if (result->w > 64) - scanline = (float*)STBTT_malloc((result->w * 2 + 1) * sizeof(float), userdata); - else - scanline = scanline_data; - - scanline2 = scanline + result->w; - - y = off_y; - e[n].y0 = (float)(off_y + result->h) + 1; - - while (j < result->h) - { - // find center of pixel for this scanline - float scan_y_top = y + 0.0f; - float scan_y_bottom = y + 1.0f; - stbtt__active_edge** step = &active; - - STBTT_memset(scanline, 0, result->w * sizeof(scanline[0])); - STBTT_memset(scanline2, 0, (result->w + 1) * sizeof(scanline[0])); - - // update all active edges; - // remove all active edges that terminate before the top of this scanline - while (*step) - { - stbtt__active_edge* z = *step; - if (z->ey <= scan_y_top) - { - *step = z->next; // delete from list - STBTT_assert(z->direction); - z->direction = 0; - stbtt__hheap_free(&hh, z); - } - else - { - step = &((*step)->next); // advance through list - } - } - - // insert all edges that start before the bottom of this scanline - while (e->y0 <= scan_y_bottom) - { - if (e->y0 != e->y1) - { - stbtt__active_edge* z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); - if (z != NULL) - { - if (j == 0 && off_y != 0) - { - if (z->ey < scan_y_top) - { - // this can happen due to subpixel positioning and some kind of fp rounding error i think - z->ey = scan_y_top; - } - } - STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds - // insert at front - z->next = active; - active = z; - } - } - ++e; - } - - // now process all active edges - if (active) - stbtt__fill_active_edges_new(scanline, scanline2 + 1, result->w, active, scan_y_top); - - { - float sum = 0; - for (i = 0; i < result->w; ++i) - { - float k; - int m; - sum += scanline2[i]; - k = scanline[i] + sum; - k = (float)STBTT_fabs(k) * 255 + 0.5f; - m = (int)k; - if (m > 255) m = 255; - result->pixels[j * result->stride + i] = (unsigned char)m; - } - } - // advance all the edges - step = &active; - while (*step) - { - stbtt__active_edge* z = *step; - z->fx += z->fdx; // advance to position for current scanline - step = &((*step)->next); // advance through list - } - - ++y; - ++j; - } - - stbtt__hheap_cleanup(&hh, userdata); - - if (scanline != scanline_data) - STBTT_free(scanline, userdata); +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); } #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" @@ -3469,441 +3404,412 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap* result, stbtt__edge* e, #define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) -static void stbtt__sort_edges_ins_sort(stbtt__edge* p, int n) -{ - int i, j; - for (i = 1; i < n; ++i) - { - stbtt__edge t = p[i], * a = &t; - j = i; - while (j > 0) - { - stbtt__edge* b = &p[j - 1]; - int c = STBTT__COMPARE(a, b); - if (!c) break; - p[j] = p[j - 1]; - --j; - } - if (i != j) - p[j] = t; - } -} - -static void stbtt__sort_edges_quicksort(stbtt__edge* p, int n) -{ - /* threshold for transitioning to insertion sort */ - while (n > 12) - { - stbtt__edge t; - int c01, c12, c, m, i, j; - - /* compute median of three */ - m = n >> 1; - c01 = STBTT__COMPARE(&p[0], &p[m]); - c12 = STBTT__COMPARE(&p[m], &p[n - 1]); - /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ - if (c01 != c12) - { - /* otherwise, we'll need to swap something else to middle */ - int z; - c = STBTT__COMPARE(&p[0], &p[n - 1]); - /* 0>mid && midn => n; 0 0 */ - /* 0n: 0>n => 0; 0 n */ - z = (c == c12) ? 0 : n - 1; - t = p[z]; - p[z] = p[m]; - p[m] = t; - } - /* now p[m] is the median-of-three */ - /* swap it to the beginning so it won't move around */ - t = p[0]; - p[0] = p[m]; - p[m] = t; - - /* partition loop */ - i = 1; - j = n - 1; - for (;;) - { - /* handling of equality is crucial here */ - /* for sentinels & efficiency with duplicates */ - for (;; ++i) - { - if (!STBTT__COMPARE(&p[i], &p[0])) break; - } - for (;; --j) - { - if (!STBTT__COMPARE(&p[0], &p[j])) break; - } - /* make sure we haven't crossed */ - if (i >= j) break; - t = p[i]; - p[i] = p[j]; - p[j] = t; - - ++i; - --j; - } - /* recurse on smaller side, iterate on larger */ - if (j < (n - i)) - { - stbtt__sort_edges_quicksort(p, j); - p = p + i; - n = n - i; - } - else - { - stbtt__sort_edges_quicksort(p + i, n - i); - n = j; - } - } -} - -static void stbtt__sort_edges(stbtt__edge* p, int n) -{ - stbtt__sort_edges_quicksort(p, n); - stbtt__sort_edges_ins_sort(p, n); +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); } typedef struct { - float x, y; + float x,y; } stbtt__point; -static void stbtt__rasterize(stbtt__bitmap* result, stbtt__point* pts, int* wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void* userdata) +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) { - float y_scale_inv = invert ? -scale_y : scale_y; - stbtt__edge* e; - int n, i, j, k, m; + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; #if STBTT_RASTERIZER_VERSION == 1 - int vsubsample = result->h < 8 ? 15 : 5; + int vsubsample = result->h < 8 ? 15 : 5; #elif STBTT_RASTERIZER_VERSION == 2 - int vsubsample = 1; + int vsubsample = 1; #else -#error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" #endif - // vsubsample should divide 255 evenly; otherwise we won't reach full opacity - - // now we have to blow out the windings into explicit edge lists - n = 0; - for (i = 0; i < windings; ++i) - n += wcount[i]; - - e = (stbtt__edge*)STBTT_malloc(sizeof(*e) * (n + 1), userdata); // add an extra one as a sentinel - if (e == 0) return; - n = 0; - - m = 0; - for (i = 0; i < windings; ++i) - { - stbtt__point* p = pts + m; - m += wcount[i]; - j = wcount[i] - 1; - for (k = 0; k < wcount[i]; j = k++) - { - int a = k, b = j; - // skip the edge if horizontal - if (p[j].y == p[k].y) - continue; - // add edge from j to k to the list - e[n].invert = 0; - if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) - { - e[n].invert = 1; - a = j, b = k; - } - e[n].x0 = p[a].x * scale_x + shift_x; - e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; - e[n].x1 = p[b].x * scale_x + shift_x; - e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; - ++n; - } - } - - // now sort the edges by their highest point (should snap to integer, and then by x) - //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); - stbtt__sort_edges(e, n); - - // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule - stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); - - STBTT_free(e, userdata); -} - -static void stbtt__add_point(stbtt__point* points, int n, float x, float y) -{ - if (!points) return; // during first pass, it's unallocated - points[n].x = x; - points[n].y = y; + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; } // tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching -static int stbtt__tesselate_curve(stbtt__point* points, int* num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) -{ - // midpoint - float mx = (x0 + 2 * x1 + x2) / 4; - float my = (y0 + 2 * y1 + y2) / 4; - // versus directly drawn line - float dx = (x0 + x2) / 2 - mx; - float dy = (y0 + y2) / 2 - my; - if (n > 16) // 65536 segments on one curve better be enough! - return 1; - if (dx * dx + dy * dy > objspace_flatness_squared) - { // half-pixel error allowed... need to be smaller if AA - stbtt__tesselate_curve(points, num_points, x0, y0, (x0 + x1) / 2.0f, (y0 + y1) / 2.0f, mx, my, objspace_flatness_squared, n + 1); - stbtt__tesselate_curve(points, num_points, mx, my, (x1 + x2) / 2.0f, (y1 + y2) / 2.0f, x2, y2, objspace_flatness_squared, n + 1); - } - else - { - stbtt__add_point(points, *num_points, x2, y2); - *num_points = *num_points + 1; - } - return 1; -} - -static void stbtt__tesselate_cubic(stbtt__point* points, int* num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) -{ - // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough - float dx0 = x1 - x0; - float dy0 = y1 - y0; - float dx1 = x2 - x1; - float dy1 = y2 - y1; - float dx2 = x3 - x2; - float dy2 = y3 - y2; - float dx = x3 - x0; - float dy = y3 - y0; - float longlen = (float)(STBTT_sqrt(dx0 * dx0 + dy0 * dy0) + STBTT_sqrt(dx1 * dx1 + dy1 * dy1) + STBTT_sqrt(dx2 * dx2 + dy2 * dy2)); - float shortlen = (float)STBTT_sqrt(dx * dx + dy * dy); - float flatness_squared = longlen * longlen - shortlen * shortlen; - - if (n > 16) // 65536 segments on one curve better be enough! - return; - - if (flatness_squared > objspace_flatness_squared) - { - float x01 = (x0 + x1) / 2; - float y01 = (y0 + y1) / 2; - float x12 = (x1 + x2) / 2; - float y12 = (y1 + y2) / 2; - float x23 = (x2 + x3) / 2; - float y23 = (y2 + y3) / 2; - - float xa = (x01 + x12) / 2; - float ya = (y01 + y12) / 2; - float xb = (x12 + x23) / 2; - float yb = (y12 + y23) / 2; - - float mx = (xa + xb) / 2; - float my = (ya + yb) / 2; - - stbtt__tesselate_cubic(points, num_points, x0, y0, x01, y01, xa, ya, mx, my, objspace_flatness_squared, n + 1); - stbtt__tesselate_cubic(points, num_points, mx, my, xb, yb, x23, y23, x3, y3, objspace_flatness_squared, n + 1); - } - else - { - stbtt__add_point(points, *num_points, x3, y3); - *num_points = *num_points + 1; - } +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } } // returns number of contours -static stbtt__point* stbtt_FlattenCurves(stbtt_vertex* vertices, int num_verts, float objspace_flatness, int** contour_lengths, int* num_contours, void* userdata) -{ - stbtt__point* points = 0; - int num_points = 0; - - float objspace_flatness_squared = objspace_flatness * objspace_flatness; - int i, n = 0, start = 0, pass; - - // count how many "moves" there are to get the contour count - for (i = 0; i < num_verts; ++i) - if (vertices[i].type == STBTT_vmove) - ++n; - - *num_contours = n; - if (n == 0) return 0; - - *contour_lengths = (int*)STBTT_malloc(sizeof(**contour_lengths) * n, userdata); - - if (*contour_lengths == 0) - { - *num_contours = 0; - return 0; - } - - // make two passes through the points so we don't need to realloc - for (pass = 0; pass < 2; ++pass) - { - float x = 0, y = 0; - if (pass == 1) - { - points = (stbtt__point*)STBTT_malloc(num_points * sizeof(points[0]), userdata); - if (points == NULL) goto error; - } - num_points = 0; - n = -1; - for (i = 0; i < num_verts; ++i) - { - switch (vertices[i].type) - { - case STBTT_vmove: - // start the next contour - if (n >= 0) - (*contour_lengths)[n] = num_points - start; - ++n; - start = num_points; - - x = vertices[i].x, y = vertices[i].y; - stbtt__add_point(points, num_points++, x, y); - break; - case STBTT_vline: - x = vertices[i].x, y = vertices[i].y; - stbtt__add_point(points, num_points++, x, y); - break; - case STBTT_vcurve: - stbtt__tesselate_curve(points, &num_points, x, y, - vertices[i].cx, vertices[i].cy, - vertices[i].x, vertices[i].y, - objspace_flatness_squared, 0); - x = vertices[i].x, y = vertices[i].y; - break; - case STBTT_vcubic: - stbtt__tesselate_cubic(points, &num_points, x, y, - vertices[i].cx, vertices[i].cy, - vertices[i].cx1, vertices[i].cy1, - vertices[i].x, vertices[i].y, - objspace_flatness_squared, 0); - x = vertices[i].x, y = vertices[i].y; - break; - } - } - (*contour_lengths)[n] = num_points - start; - } - - return points; +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; error: - STBTT_free(points, userdata); - STBTT_free(*contour_lengths, userdata); - *contour_lengths = 0; - *num_contours = 0; - return NULL; + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; } -STBTT_DEF void stbtt_Rasterize(stbtt__bitmap* result, float flatness_in_pixels, stbtt_vertex* vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void* userdata) +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) { - float scale = scale_x > scale_y ? scale_y : scale_x; - int winding_count = 0; - int* winding_lengths = NULL; - stbtt__point* windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); - if (windings) - { - stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); - STBTT_free(winding_lengths, userdata); - STBTT_free(windings, userdata); - } + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } } -STBTT_DEF void stbtt_FreeBitmap(unsigned char* bitmap, void* userdata) +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) { - STBTT_free(bitmap, userdata); + STBTT_free(bitmap, userdata); } -STBTT_DEF unsigned char* stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo* info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int* width, int* height, int* xoff, int* yoff) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) { - int ix0, iy0, ix1, iy1; - stbtt__bitmap gbm; - stbtt_vertex* vertices; - int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - if (scale_x == 0) scale_x = scale_y; - if (scale_y == 0) - { - if (scale_x == 0) - { - STBTT_free(vertices, info->userdata); - return NULL; - } - scale_y = scale_x; - } + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0, &iy0, &ix1, &iy1); + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); - // now we get the size - gbm.w = (ix1 - ix0); - gbm.h = (iy1 - iy0); - gbm.pixels = NULL; // in case we error + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error - if (width) *width = gbm.w; - if (height) *height = gbm.h; - if (xoff) *xoff = ix0; - if (yoff) *yoff = iy0; + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; - if (gbm.w && gbm.h) - { - gbm.pixels = (unsigned char*)STBTT_malloc(gbm.w * gbm.h, info->userdata); - if (gbm.pixels) - { - gbm.stride = gbm.w; + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; - stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); - } - } - STBTT_free(vertices, info->userdata); - return gbm.pixels; + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; } -STBTT_DEF unsigned char* stbtt_GetGlyphBitmap(const stbtt_fontinfo* info, float scale_x, float scale_y, int glyph, int* width, int* height, int* xoff, int* yoff) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); } -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) { - int ix0, iy0; - stbtt_vertex* vertices; - int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0, &iy0, 0, 0); - gbm.pixels = output; - gbm.w = out_w; - gbm.h = out_h; - gbm.stride = out_stride; + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; - if (gbm.w && gbm.h) - stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); - STBTT_free(vertices, info->userdata); + STBTT_free(vertices, info->userdata); } -STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) { - stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f, 0.0f, glyph); + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); } -STBTT_DEF unsigned char* stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo* info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int* width, int* height, int* xoff, int* yoff) +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info, codepoint), width, height, xoff, yoff); + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); } -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float* sub_x, float* sub_y, int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) { - stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info, codepoint)); + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); } -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) { - stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info, codepoint)); + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); } -STBTT_DEF unsigned char* stbtt_GetCodepointBitmap(const stbtt_fontinfo* info, float scale_x, float scale_y, int codepoint, int* width, int* height, int* xoff, int* yoff) +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, codepoint, width, height, xoff, yoff); + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); } -STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { - stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f, 0.0f, codepoint); + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); } ////////////////////////////////////////////////////////////////////////////// @@ -3912,72 +3818,71 @@ STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, unsigned ch // // This is SUPER-CRAPPY packing to keep source code small -static int stbtt_BakeFontBitmap_internal(unsigned char* data, int offset, // font location (use offset=0 for plain .ttf) - float pixel_height, // height of font in pixels - unsigned char* pixels, int pw, int ph, // bitmap to be filled in - int first_char, int num_chars, // characters to bake - stbtt_bakedchar* chardata) -{ - float scale; - int x, y, bottom_y, i; - stbtt_fontinfo f; - f.userdata = NULL; - if (!stbtt_InitFont(&f, data, offset)) - return -1; - STBTT_memset(pixels, 0, pw * ph); // background of 0 around pixels - x = y = 1; - bottom_y = 1; - - scale = stbtt_ScaleForPixelHeight(&f, pixel_height); - - for (i = 0; i < num_chars; ++i) - { - int advance, lsb, x0, y0, x1, y1, gw, gh; - int g = stbtt_FindGlyphIndex(&f, first_char + i); - stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); - stbtt_GetGlyphBitmapBox(&f, g, scale, scale, &x0, &y0, &x1, &y1); - gw = x1 - x0; - gh = y1 - y0; - if (x + gw + 1 >= pw) - y = bottom_y, x = 1; // advance to next row - if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row - return -i; - STBTT_assert(x + gw < pw); - STBTT_assert(y + gh < ph); - stbtt_MakeGlyphBitmap(&f, pixels + x + y * pw, gw, gh, pw, scale, scale, g); - chardata[i].x0 = (stbtt_int16)x; - chardata[i].y0 = (stbtt_int16)y; - chardata[i].x1 = (stbtt_int16)(x + gw); - chardata[i].y1 = (stbtt_int16)(y + gh); - chardata[i].xadvance = scale * advance; - chardata[i].xoff = (float)x0; - chardata[i].yoff = (float)y0; - x = x + gw + 1; - if (y + gh + 1 > bottom_y) - bottom_y = y + gh + 1; - } - return bottom_y; -} - -STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, int pw, int ph, int char_index, float* xpos, float* ypos, stbtt_aligned_quad* q, int opengl_fillrule) -{ - float d3d_bias = opengl_fillrule ? 0 : -0.5f; - float ipw = 1.0f / pw, iph = 1.0f / ph; - const stbtt_bakedchar* b = chardata + char_index; - int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); - int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); - - q->x0 = round_x + d3d_bias; - q->y0 = round_y + d3d_bias; - q->x1 = round_x + b->x1 - b->x0 + d3d_bias; - q->y1 = round_y + b->y1 - b->y0 + d3d_bias; - - q->s0 = b->x0 * ipw; - q->t0 = b->y0 * iph; - q->s1 = b->x1 * ipw; - q->t1 = b->y1 * iph; - - *xpos += b->xadvance; +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// @@ -4002,53 +3907,51 @@ typedef int stbrp_coord; typedef struct { - int width, height; - int x, y, bottom_y; + int width,height; + int x,y,bottom_y; } stbrp_context; typedef struct { - unsigned char x; + unsigned char x; } stbrp_node; struct stbrp_rect { - stbrp_coord x, y; - int id, w, h, was_packed; + stbrp_coord x,y; + int id,w,h,was_packed; }; -static void stbrp_init_target(stbrp_context* con, int pw, int ph, stbrp_node* nodes, int num_nodes) -{ - con->width = pw; - con->height = ph; - con->x = 0; - con->y = 0; - con->bottom_y = 0; - STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); -} - -static void stbrp_pack_rects(stbrp_context* con, stbrp_rect* rects, int num_rects) -{ - int i; - for (i = 0; i < num_rects; ++i) - { - if (con->x + rects[i].w > con->width) - { - con->x = 0; - con->y = con->bottom_y; - } - if (con->y + rects[i].h > con->height) - break; - rects[i].x = con->x; - rects[i].y = con->y; - rects[i].was_packed = 1; - con->x += rects[i].w; - if (con->y + rects[i].h > con->bottom_y) - con->bottom_y = con->y + rects[i].h; - } - for (; i < num_rects; ++i) - rects[i].was_packed = 0; +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; } #endif @@ -4059,457 +3962,437 @@ static void stbrp_pack_rects(stbrp_context* con, stbrp_rect* rects, int num_rect // This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If // stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. -STBTT_DEF int stbtt_PackBegin(stbtt_pack_context* spc, unsigned char* pixels, int pw, int ph, int stride_in_bytes, int padding, void* alloc_context) +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) { - stbrp_context* context = (stbrp_context*)STBTT_malloc(sizeof(*context), alloc_context); - int num_nodes = pw - padding; - stbrp_node* nodes = (stbrp_node*)STBTT_malloc(sizeof(*nodes) * num_nodes, alloc_context); + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); - if (context == NULL || nodes == NULL) - { - if (context != NULL) STBTT_free(context, alloc_context); - if (nodes != NULL) STBTT_free(nodes, alloc_context); - return 0; - } + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } - spc->user_allocator_context = alloc_context; - spc->width = pw; - spc->height = ph; - spc->pixels = pixels; - spc->pack_info = context; - spc->nodes = nodes; - spc->padding = padding; - spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; - spc->h_oversample = 1; - spc->v_oversample = 1; - spc->skip_missing = 0; + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; - stbrp_init_target(context, pw - padding, ph - padding, nodes, num_nodes); + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); - if (pixels) - STBTT_memset(pixels, 0, pw * ph); // background of 0 around pixels + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels - return 1; + return 1; } -STBTT_DEF void stbtt_PackEnd(stbtt_pack_context* spc) +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) { - STBTT_free(spc->nodes, spc->user_allocator_context); - STBTT_free(spc->pack_info, spc->user_allocator_context); + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); } -STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context* spc, unsigned int h_oversample, unsigned int v_oversample) +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) { - STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); - STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); - if (h_oversample <= STBTT_MAX_OVERSAMPLE) - spc->h_oversample = h_oversample; - if (v_oversample <= STBTT_MAX_OVERSAMPLE) - spc->v_oversample = v_oversample; + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; } -STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context* spc, int skip) +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) { - spc->skip_missing = skip; + spc->skip_missing = skip; } #define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) -static void stbtt__h_prefilter(unsigned char* pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) -{ - unsigned char buffer[STBTT_MAX_OVERSAMPLE]; - int safe_w = w - kernel_width; - int j; - STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze - for (j = 0; j < h; ++j) - { - int i; - unsigned int total; - STBTT_memset(buffer, 0, kernel_width); - - total = 0; - - // make kernel_width a constant in common cases so compiler can optimize out the divide - switch (kernel_width) - { - case 2: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 2); - } - break; - case 3: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 3); - } - break; - case 4: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 4); - } - break; - case 5: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 5); - } - break; - default: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / kernel_width); - } - break; - } - - for (; i < w; ++i) - { - STBTT_assert(pixels[i] == 0); - total -= buffer[i & STBTT__OVER_MASK]; - pixels[i] = (unsigned char)(total / kernel_width); - } - - pixels += stride_in_bytes; - } -} - -static void stbtt__v_prefilter(unsigned char* pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) -{ - unsigned char buffer[STBTT_MAX_OVERSAMPLE]; - int safe_h = h - kernel_width; - int j; - STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze - for (j = 0; j < w; ++j) - { - int i; - unsigned int total; - STBTT_memset(buffer, 0, kernel_width); - - total = 0; - - // make kernel_width a constant in common cases so compiler can optimize out the divide - switch (kernel_width) - { - case 2: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 2); - } - break; - case 3: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 3); - } - break; - case 4: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 4); - } - break; - case 5: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 5); - } - break; - default: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / kernel_width); - } - break; - } - - for (; i < h; ++i) - { - STBTT_assert(pixels[i * stride_in_bytes] == 0); - total -= buffer[i & STBTT__OVER_MASK]; - pixels[i * stride_in_bytes] = (unsigned char)(total / kernel_width); - } - - pixels += 1; - } +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } } static float stbtt__oversample_shift(int oversample) { - if (!oversample) - return 0.0f; + if (!oversample) + return 0.0f; - // The prefilter is a box filter of width "oversample", - // which shifts phase by (oversample - 1)/2 pixels in - // oversampled space. We want to shift in the opposite - // direction to counter this. - return (float)-(oversample - 1) / (2.0f * (float)oversample); + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); } // rects array must be big enough to accommodate all characters in the given ranges -STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context* spc, const stbtt_fontinfo* info, stbtt_pack_range* ranges, int num_ranges, stbrp_rect* rects) -{ - int i, j, k; - - k = 0; - for (i = 0; i < num_ranges; ++i) - { - float fh = ranges[i].font_size; - float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); - ranges[i].h_oversample = (unsigned char)spc->h_oversample; - ranges[i].v_oversample = (unsigned char)spc->v_oversample; - for (j = 0; j < ranges[i].num_chars; ++j) - { - int x0, y0, x1, y1; - int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; - int glyph = stbtt_FindGlyphIndex(info, codepoint); - if (glyph == 0 && spc->skip_missing) - { - rects[k].w = rects[k].h = 0; - } - else - { - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, - scale * spc->h_oversample, - scale * spc->v_oversample, - 0, 0, - &x0, &y0, &x1, &y1); - rects[k].w = (stbrp_coord)(x1 - x0 + spc->padding + spc->h_oversample - 1); - rects[k].h = (stbrp_coord)(y1 - y0 + spc->padding + spc->v_oversample - 1); - } - ++k; - } - } - - return k; -} - -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo* info, unsigned char* output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float* sub_x, float* sub_y, int glyph) -{ - stbtt_MakeGlyphBitmapSubpixel(info, - output, - out_w - (prefilter_x - 1), - out_h - (prefilter_y - 1), - out_stride, - scale_x, - scale_y, - shift_x, - shift_y, - glyph); - - if (prefilter_x > 1) - stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); - - if (prefilter_y > 1) - stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); - - *sub_x = stbtt__oversample_shift(prefilter_x); - *sub_y = stbtt__oversample_shift(prefilter_y); +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); } // rects array must be big enough to accommodate all characters in the given ranges -STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context* spc, const stbtt_fontinfo* info, stbtt_pack_range* ranges, int num_ranges, stbrp_rect* rects) -{ - int i, j, k, return_value = 1; - - // save current values - int old_h_over = spc->h_oversample; - int old_v_over = spc->v_oversample; - - k = 0; - for (i = 0; i < num_ranges; ++i) - { - float fh = ranges[i].font_size; - float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); - float recip_h, recip_v, sub_x, sub_y; - spc->h_oversample = ranges[i].h_oversample; - spc->v_oversample = ranges[i].v_oversample; - recip_h = 1.0f / spc->h_oversample; - recip_v = 1.0f / spc->v_oversample; - sub_x = stbtt__oversample_shift(spc->h_oversample); - sub_y = stbtt__oversample_shift(spc->v_oversample); - for (j = 0; j < ranges[i].num_chars; ++j) - { - stbrp_rect* r = &rects[k]; - if (r->was_packed && r->w != 0 && r->h != 0) - { - stbtt_packedchar* bc = &ranges[i].chardata_for_range[j]; - int advance, lsb, x0, y0, x1, y1; - int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; - int glyph = stbtt_FindGlyphIndex(info, codepoint); - stbrp_coord pad = (stbrp_coord)spc->padding; - - // pad on left and top - r->x += pad; - r->y += pad; - r->w -= pad; - r->h -= pad; - stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); - stbtt_GetGlyphBitmapBox(info, glyph, - scale * spc->h_oversample, - scale * spc->v_oversample, - &x0, &y0, &x1, &y1); - stbtt_MakeGlyphBitmapSubpixel(info, - spc->pixels + r->x + r->y * spc->stride_in_bytes, - r->w - spc->h_oversample + 1, - r->h - spc->v_oversample + 1, - spc->stride_in_bytes, - scale * spc->h_oversample, - scale * spc->v_oversample, - 0, 0, - glyph); - - if (spc->h_oversample > 1) - stbtt__h_prefilter(spc->pixels + r->x + r->y * spc->stride_in_bytes, - r->w, r->h, spc->stride_in_bytes, - spc->h_oversample); - - if (spc->v_oversample > 1) - stbtt__v_prefilter(spc->pixels + r->x + r->y * spc->stride_in_bytes, - r->w, r->h, spc->stride_in_bytes, - spc->v_oversample); - - bc->x0 = (stbtt_int16)r->x; - bc->y0 = (stbtt_int16)r->y; - bc->x1 = (stbtt_int16)(r->x + r->w); - bc->y1 = (stbtt_int16)(r->y + r->h); - bc->xadvance = scale * advance; - bc->xoff = (float)x0 * recip_h + sub_x; - bc->yoff = (float)y0 * recip_v + sub_y; - bc->xoff2 = (x0 + r->w) * recip_h + sub_x; - bc->yoff2 = (y0 + r->h) * recip_v + sub_y; - } - else - { - return_value = 0; // if any fail, report failure - } - - ++k; - } - } - - // restore original values - spc->h_oversample = old_h_over; - spc->v_oversample = old_v_over; - - return return_value; -} - -STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context* spc, stbrp_rect* rects, int num_rects) -{ - stbrp_pack_rects((stbrp_context*)spc->pack_info, rects, num_rects); -} - -STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context* spc, const unsigned char* fontdata, int font_index, stbtt_pack_range* ranges, int num_ranges) -{ - stbtt_fontinfo info; - int i, j, n, return_value; // [DEAR IMGUI] removed = 1 - //stbrp_context *context = (stbrp_context *) spc->pack_info; - stbrp_rect* rects; - - // flag all characters as NOT packed - for (i = 0; i < num_ranges; ++i) - for (j = 0; j < ranges[i].num_chars; ++j) - ranges[i].chardata_for_range[j].x0 = - ranges[i].chardata_for_range[j].y0 = - ranges[i].chardata_for_range[j].x1 = - ranges[i].chardata_for_range[j].y1 = 0; - - n = 0; - for (i = 0; i < num_ranges; ++i) - n += ranges[i].num_chars; - - rects = (stbrp_rect*)STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); - if (rects == NULL) - return 0; - - info.userdata = spc->user_allocator_context; - stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, font_index)); - - n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); - - stbtt_PackFontRangesPackRects(spc, rects, n); - - return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); - - STBTT_free(rects, spc->user_allocator_context); - return return_value; -} - -STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context* spc, const unsigned char* fontdata, int font_index, float font_size, - int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar* chardata_for_range) -{ - stbtt_pack_range range; - range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; - range.array_of_unicode_codepoints = NULL; - range.num_chars = num_chars_in_range; - range.chardata_for_range = chardata_for_range; - range.font_size = font_size; - return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); -} - -STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char* fontdata, int index, float size, float* ascent, float* descent, float* lineGap) -{ - int i_ascent, i_descent, i_lineGap; - float scale; - stbtt_fontinfo info; - stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); - scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); - stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); - *ascent = (float)i_ascent * scale; - *descent = (float)i_descent * scale; - *lineGap = (float)i_lineGap * scale; +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } -STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, int pw, int ph, int char_index, float* xpos, float* ypos, stbtt_aligned_quad* q, int align_to_integer) +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) { - float ipw = 1.0f / pw, iph = 1.0f / ph; - const stbtt_packedchar* b = chardata + char_index; + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} - if (align_to_integer) - { - float x = (float)STBTT_ifloor((*xpos + b->xoff) + 0.5f); - float y = (float)STBTT_ifloor((*ypos + b->yoff) + 0.5f); - q->x0 = x; - q->y0 = y; - q->x1 = x + b->xoff2 - b->xoff; - q->y1 = y + b->yoff2 - b->yoff; - } - else - { - q->x0 = *xpos + b->xoff; - q->y0 = *ypos + b->yoff; - q->x1 = *xpos + b->xoff2; - q->y1 = *ypos + b->yoff2; - } +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; - q->s0 = b->x0 * ipw; - q->t0 = b->y0 * iph; - q->s1 = b->x1 * ipw; - q->t1 = b->y1 * iph; + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } - *xpos += b->xadvance; + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// @@ -4522,422 +4405,374 @@ STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, int pw, int static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) { - float q0perp = q0[1] * ray[0] - q0[0] * ray[1]; - float q1perp = q1[1] * ray[0] - q1[0] * ray[1]; - float q2perp = q2[1] * ray[0] - q2[0] * ray[1]; - float roperp = orig[1] * ray[0] - orig[0] * ray[1]; - - float a = q0perp - 2 * q1perp + q2perp; - float b = q1perp - q0perp; - float c = q0perp - roperp; - - float s0 = 0., s1 = 0.; - int num_s = 0; - - if (a != 0.0) - { - float discr = b * b - a * c; - if (discr > 0.0) - { - float rcpna = -1 / a; - float d = (float)STBTT_sqrt(discr); - s0 = (b + d) * rcpna; - s1 = (b - d) * rcpna; - if (s0 >= 0.0 && s0 <= 1.0) - num_s = 1; - if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) - { - if (num_s == 0) s0 = s1; - ++num_s; - } - } - } - else - { - // 2*b*s + c = 0 - // s = -c / (2*b) - s0 = c / (-2 * b); - if (s0 >= 0.0 && s0 <= 1.0) - num_s = 1; - } - - if (num_s == 0) - return 0; - else - { - float rcp_len2 = 1 / (ray[0] * ray[0] + ray[1] * ray[1]); - float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; - - float q0d = q0[0] * rayn_x + q0[1] * rayn_y; - float q1d = q1[0] * rayn_x + q1[1] * rayn_y; - float q2d = q2[0] * rayn_x + q2[1] * rayn_y; - float rod = orig[0] * rayn_x + orig[1] * rayn_y; - - float q10d = q1d - q0d; - float q20d = q2d - q0d; - float q0rd = q0d - rod; - - hits[0][0] = q0rd + s0 * (2.0f - 2.0f * s0) * q10d + s0 * s0 * q20d; - hits[0][1] = a * s0 + b; - - if (num_s > 1) - { - hits[1][0] = q0rd + s1 * (2.0f - 2.0f * s1) * q10d + s1 * s1 * q20d; - hits[1][1] = a * s1 + b; - return 2; - } - else - { - return 1; - } - } -} - -static int equal(float* a, float* b) -{ - return (a[0] == b[0] && a[1] == b[1]); -} - -static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex* verts) -{ - int i; - float orig[2], ray[2] = { 1, 0 }; - float y_frac; - int winding = 0; - - orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commented double assignment - - // make sure y never passes through a vertex of the shape - y_frac = (float)STBTT_fmod(y, 1.0f); - if (y_frac < 0.01f) - y += 0.01f; - else if (y_frac > 0.99f) - y -= 0.01f; - orig[1] = y; - - // test a ray from (-infinity,y) to (x,y) - for (i = 0; i < nverts; ++i) - { - if (verts[i].type == STBTT_vline) - { - int x0 = (int)verts[i - 1].x, y0 = (int)verts[i - 1].y; - int x1 = (int)verts[i].x, y1 = (int)verts[i].y; - if (y > STBTT_min(y0, y1) && y < STBTT_max(y0, y1) && x > STBTT_min(x0, x1)) - { - float x_inter = (y - y0) / (y1 - y0) * (x1 - x0) + x0; - if (x_inter < x) - winding += (y0 < y1) ? 1 : -1; - } - } - if (verts[i].type == STBTT_vcurve) - { - int x0 = (int)verts[i - 1].x, y0 = (int)verts[i - 1].y; - int x1 = (int)verts[i].cx, y1 = (int)verts[i].cy; - int x2 = (int)verts[i].x, y2 = (int)verts[i].y; - int ax = STBTT_min(x0, STBTT_min(x1, x2)), ay = STBTT_min(y0, STBTT_min(y1, y2)); - int by = STBTT_max(y0, STBTT_max(y1, y2)); - if (y > ay && y < by && x > ax) - { - float q0[2], q1[2], q2[2]; - float hits[2][2]; - q0[0] = (float)x0; - q0[1] = (float)y0; - q1[0] = (float)x1; - q1[1] = (float)y1; - q2[0] = (float)x2; - q2[1] = (float)y2; - if (equal(q0, q1) || equal(q1, q2)) - { - x0 = (int)verts[i - 1].x; - y0 = (int)verts[i - 1].y; - x1 = (int)verts[i].x; - y1 = (int)verts[i].y; - if (y > STBTT_min(y0, y1) && y < STBTT_max(y0, y1) && x > STBTT_min(x0, x1)) - { - float x_inter = (y - y0) / (y1 - y0) * (x1 - x0) + x0; - if (x_inter < x) - winding += (y0 < y1) ? 1 : -1; - } - } - else - { - int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); - if (num_hits >= 1) - if (hits[0][0] < 0) - winding += (hits[0][1] < 0 ? -1 : 1); - if (num_hits >= 2) - if (hits[1][0] < 0) - winding += (hits[1][1] < 0 ? -1 : 1); - } - } - } - } - return winding; -} - -static float stbtt__cuberoot(float x) -{ - if (x < 0) - return -(float)STBTT_pow(-x, 1.0f / 3.0f); - else - return (float)STBTT_pow(x, 1.0f / 3.0f); -} - -// x^3 + c*x^2 + b*x + a = 0 + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 static int stbtt__solve_cubic(float a, float b, float c, float* r) { - float s = -a / 3; - float p = b - a * a / 3; - float q = a * (2 * a * a - 9 * b) / 27 + c; - float p3 = p * p * p; - float d = q * q + 4 * p3 / 27; - if (d >= 0) - { - float z = (float)STBTT_sqrt(d); - float u = (-q + z) / 2; - float v = (-q - z) / 2; - u = stbtt__cuberoot(u); - v = stbtt__cuberoot(v); - r[0] = s + u + v; - return 1; - } - else - { - float u = (float)STBTT_sqrt(-p / 3); - float v = (float)STBTT_acos(-STBTT_sqrt(-27 / p3) * q / 2) / 3; // p3 must be negative, since d is negative - float m = (float)STBTT_cos(v); - float n = (float)STBTT_cos(v - 3.141592 / 2) * 1.732050808f; - r[0] = s + u * 2 * m; - r[1] = s - u * (m + n); - r[2] = s - u * (m - n); - - //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? - //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); - //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); - return 3; - } -} - -STBTT_DEF unsigned char* stbtt_GetGlyphSDF(const stbtt_fontinfo* info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int* width, int* height, int* xoff, int* yoff) -{ - float scale_x = scale, scale_y = scale; - int ix0, iy0, ix1, iy1; - int w, h; - unsigned char* data; - - // if one scale is 0, use same scale for both - if (scale_x == 0) scale_x = scale_y; - if (scale_y == 0) - { - if (scale_x == 0) return NULL; // if both scales are 0, return NULL - scale_y = scale_x; - } - - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f, 0.0f, &ix0, &iy0, &ix1, &iy1); - - // if empty, return NULL - if (ix0 == ix1 || iy0 == iy1) - return NULL; - - ix0 -= padding; - iy0 -= padding; - ix1 += padding; - iy1 += padding; - - w = (ix1 - ix0); - h = (iy1 - iy0); - - if (width) *width = w; - if (height) *height = h; - if (xoff) *xoff = ix0; - if (yoff) *yoff = iy0; - - // invert for y-downwards bitmaps - scale_y = -scale_y; - - { - int x, y, i, j; - float* precompute; - stbtt_vertex* verts; - int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); - data = (unsigned char*)STBTT_malloc(w * h, info->userdata); - precompute = (float*)STBTT_malloc(num_verts * sizeof(float), info->userdata); - - for (i = 0, j = num_verts - 1; i < num_verts; j = i++) - { - if (verts[i].type == STBTT_vline) - { - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; - float x1 = verts[j].x * scale_x, y1 = verts[j].y * scale_y; - float dist = (float)STBTT_sqrt((x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0)); - precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; - } - else if (verts[i].type == STBTT_vcurve) - { - float x2 = verts[j].x * scale_x, y2 = verts[j].y * scale_y; - float x1 = verts[i].cx * scale_x, y1 = verts[i].cy * scale_y; - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; - float bx = x0 - 2 * x1 + x2, by = y0 - 2 * y1 + y2; - float len2 = bx * bx + by * by; - if (len2 != 0.0f) - precompute[i] = 1.0f / (bx * bx + by * by); - else - precompute[i] = 0.0f; - } - else - precompute[i] = 0.0f; - } - - for (y = iy0; y < iy1; ++y) - { - for (x = ix0; x < ix1; ++x) - { - float val; - float min_dist = 999999.0f; - float sx = (float)x + 0.5f; - float sy = (float)y + 0.5f; - float x_gspace = (sx / scale_x); - float y_gspace = (sy / scale_y); - - int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path - - for (i = 0; i < num_verts; ++i) - { - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; - - // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve - float dist2 = (x0 - sx) * (x0 - sx) + (y0 - sy) * (y0 - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - - if (verts[i].type == STBTT_vline) - { - float x1 = verts[i - 1].x * scale_x, y1 = verts[i - 1].y * scale_y; - - // coarse culling against bbox - //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && - // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) - float dist = (float)STBTT_fabs((x1 - x0) * (y0 - sy) - (y1 - y0) * (x0 - sx)) * precompute[i]; - STBTT_assert(i != 0); - if (dist < min_dist) - { - // check position along line - // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) - // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) - float dx = x1 - x0, dy = y1 - y0; - float px = x0 - sx, py = y0 - sy; - // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy - // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve - float t = -(px * dx + py * dy) / (dx * dx + dy * dy); - if (t >= 0.0f && t <= 1.0f) - min_dist = dist; - } - } - else if (verts[i].type == STBTT_vcurve) - { - float x2 = verts[i - 1].x * scale_x, y2 = verts[i - 1].y * scale_y; - float x1 = verts[i].cx * scale_x, y1 = verts[i].cy * scale_y; - float box_x0 = STBTT_min(STBTT_min(x0, x1), x2); - float box_y0 = STBTT_min(STBTT_min(y0, y1), y2); - float box_x1 = STBTT_max(STBTT_max(x0, x1), x2); - float box_y1 = STBTT_max(STBTT_max(y0, y1), y2); - // coarse culling against bbox to avoid computing cubic unnecessarily - if (sx > box_x0 - min_dist && sx < box_x1 + min_dist && sy > box_y0 - min_dist && sy < box_y1 + min_dist) - { - int num = 0; - float ax = x1 - x0, ay = y1 - y0; - float bx = x0 - 2 * x1 + x2, by = y0 - 2 * y1 + y2; - float mx = x0 - sx, my = y0 - sy; - float res[3], px, py, t, it; - float a_inv = precompute[i]; - if (a_inv == 0.0) - { // if a_inv is 0, it's 2nd degree so use quadratic formula - float a = 3 * (ax * bx + ay * by); - float b = 2 * (ax * ax + ay * ay) + (mx * bx + my * by); - float c = mx * ax + my * ay; - if (a == 0.0) - { // if a is 0, it's linear - if (b != 0.0) - { - res[num++] = -c / b; - } - } - else - { - float discriminant = b * b - 4 * a * c; - if (discriminant < 0) - num = 0; - else - { - float root = (float)STBTT_sqrt(discriminant); - res[0] = (-b - root) / (2 * a); - res[1] = (-b + root) / (2 * a); - num = 2; // don't bother distinguishing 1-solution case, as code below will still work - } - } - } - else - { - float b = 3 * (ax * bx + ay * by) * a_inv; // could precompute this as it doesn't depend on sample point - float c = (2 * (ax * ax + ay * ay) + (mx * bx + my * by)) * a_inv; - float d = (mx * ax + my * ay) * a_inv; - num = stbtt__solve_cubic(b, c, d, res); - } - if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) - { - t = res[0], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) - { - t = res[1], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) - { - t = res[2], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - } - } - } - if (winding == 0) - min_dist = -min_dist; // if outside the shape, value is negative - val = onedge_value + pixel_dist_scale * min_dist; - if (val < 0) - val = 0; - else if (val > 255) - val = 255; - data[(y - iy0) * w + (x - ix0)] = (unsigned char)val; - } - } - STBTT_free(precompute, info->userdata); - STBTT_free(verts, info->userdata); - } - return data; -} - -STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int* width, int* height, int* xoff, int* yoff) -{ - return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); -} - -STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata) -{ - STBTT_free(bitmap, userdata); + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); } ////////////////////////////////////////////////////////////////////////////// @@ -4946,185 +4781,158 @@ STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata) // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string -static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8* s1, stbtt_int32 len1, stbtt_uint8* s2, stbtt_int32 len2) -{ - stbtt_int32 i = 0; - - // convert utf16 to utf8 and compare the results while converting - while (len2) - { - stbtt_uint16 ch = s2[0] * 256 + s2[1]; - if (ch < 0x80) - { - if (i >= len1) return -1; - if (s1[i++] != ch) return -1; - } - else if (ch < 0x800) - { - if (i + 1 >= len1) return -1; - if (s1[i++] != 0xc0 + (ch >> 6)) return -1; - if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; - } - else if (ch >= 0xd800 && ch < 0xdc00) - { - stbtt_uint32 c; - stbtt_uint16 ch2 = s2[2] * 256 + s2[3]; - if (i + 3 >= len1) return -1; - c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; - if (s1[i++] != 0xf0 + (c >> 18)) return -1; - if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; - if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; - if (s1[i++] != 0x80 + ((c) & 0x3f)) return -1; - s2 += 2; // plus another 2 below - len2 -= 2; - } - else if (ch >= 0xdc00 && ch < 0xe000) - { - return -1; - } - else - { - if (i + 2 >= len1) return -1; - if (s1[i++] != 0xe0 + (ch >> 12)) return -1; - if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; - if (s1[i++] != 0x80 + ((ch) & 0x3f)) return -1; - } - s2 += 2; - len2 -= 2; - } - return i; -} - -static int stbtt_CompareUTF8toUTF16_bigendian_internal(char* s1, int len1, char* s2, int len2) -{ - return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*)s1, len1, (stbtt_uint8*)s2, len2); +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); } // returns results in whatever encoding you request... but note that 2-byte encodings // will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare -STBTT_DEF const char* stbtt_GetFontNameString(const stbtt_fontinfo* font, int* length, int platformID, int encodingID, int languageID, int nameID) -{ - stbtt_int32 i, count, stringOffset; - stbtt_uint8* fc = font->data; - stbtt_uint32 offset = font->fontstart; - stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); - if (!nm) return NULL; - - count = ttUSHORT(fc + nm + 2); - stringOffset = nm + ttUSHORT(fc + nm + 4); - for (i = 0; i < count; ++i) - { - stbtt_uint32 loc = nm + 6 + 12 * i; - if (platformID == ttUSHORT(fc + loc + 0) && encodingID == ttUSHORT(fc + loc + 2) - && languageID == ttUSHORT(fc + loc + 4) && nameID == ttUSHORT(fc + loc + 6)) - { - *length = ttUSHORT(fc + loc + 8); - return (const char*)(fc + stringOffset + ttUSHORT(fc + loc + 10)); - } - } - return NULL; -} - -static int stbtt__matchpair(stbtt_uint8* fc, stbtt_uint32 nm, stbtt_uint8* name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) -{ - stbtt_int32 i; - stbtt_int32 count = ttUSHORT(fc + nm + 2); - stbtt_int32 stringOffset = nm + ttUSHORT(fc + nm + 4); - - for (i = 0; i < count; ++i) - { - stbtt_uint32 loc = nm + 6 + 12 * i; - stbtt_int32 id = ttUSHORT(fc + loc + 6); - if (id == target_id) - { - // find the encoding - stbtt_int32 platform = ttUSHORT(fc + loc + 0), encoding = ttUSHORT(fc + loc + 2), language = ttUSHORT(fc + loc + 4); - - // is this a Unicode encoding? - if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) - { - stbtt_int32 slen = ttUSHORT(fc + loc + 8); - stbtt_int32 off = ttUSHORT(fc + loc + 10); - - // check if there's a prefix match - stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc + stringOffset + off, slen); - if (matchlen >= 0) - { - // check for target_id+1 immediately following, with same encoding & language - if (i + 1 < count && ttUSHORT(fc + loc + 12 + 6) == next_id && ttUSHORT(fc + loc + 12) == platform && ttUSHORT(fc + loc + 12 + 2) == encoding && ttUSHORT(fc + loc + 12 + 4) == language) - { - slen = ttUSHORT(fc + loc + 12 + 8); - off = ttUSHORT(fc + loc + 12 + 10); - if (slen == 0) - { - if (matchlen == nlen) - return 1; - } - else if (matchlen < nlen && name[matchlen] == ' ') - { - ++matchlen; - if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*)(name + matchlen), nlen - matchlen, (char*)(fc + stringOffset + off), slen)) - return 1; - } - } - else - { - // if nothing immediately following - if (matchlen == nlen) - return 1; - } - } - } - - // @TODO handle other encodings - } - } - return 0; -} - -static int stbtt__matches(stbtt_uint8* fc, stbtt_uint32 offset, stbtt_uint8* name, stbtt_int32 flags) -{ - stbtt_int32 nlen = (stbtt_int32)STBTT_strlen((char*)name); - stbtt_uint32 nm, hd; - if (!stbtt__isfont(fc + offset)) return 0; - - // check italics/bold/underline flags in macStyle... - if (flags) - { - hd = stbtt__find_table(fc, offset, "head"); - if ((ttUSHORT(fc + hd + 44) & 7) != (flags & 7)) return 0; - } - - nm = stbtt__find_table(fc, offset, "name"); - if (!nm) return 0; - - if (flags) - { - // if we checked the macStyle flags, then just check the family and ignore the subfamily - if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; - } - else - { - if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; - } - - return 0; -} - -static int stbtt_FindMatchingFont_internal(unsigned char* font_collection, char* name_utf8, stbtt_int32 flags) -{ - stbtt_int32 i; - for (i = 0;; ++i) - { - stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); - if (off < 0) return off; - if (stbtt__matches((stbtt_uint8*)font_collection, off, (stbtt_uint8*)name_utf8, flags)) - return off; - } +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } } #if defined(__GNUC__) || defined(__clang__) @@ -5132,36 +4940,36 @@ static int stbtt_FindMatchingFont_internal(unsigned char* font_collection, char* #pragma GCC diagnostic ignored "-Wcast-qual" #endif -STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char* data, int offset, - float pixel_height, unsigned char* pixels, int pw, int ph, - int first_char, int num_chars, stbtt_bakedchar* chardata) +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) { - return stbtt_BakeFontBitmap_internal((unsigned char*)data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); } -STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char* data, int index) +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) { - return stbtt_GetFontOffsetForIndex_internal((unsigned char*)data, index); + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); } -STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char* data) +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) { - return stbtt_GetNumberOfFonts_internal((unsigned char*)data); + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); } -STBTT_DEF int stbtt_InitFont(stbtt_fontinfo* info, const unsigned char* data, int offset) +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) { - return stbtt_InitFont_internal(info, (unsigned char*)data, offset); + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); } -STBTT_DEF int stbtt_FindMatchingFont(const unsigned char* fontdata, const char* name, int flags) +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) { - return stbtt_FindMatchingFont_internal((unsigned char*)fontdata, (char*)name, flags); + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); } -STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char* s1, int len1, const char* s2, int len2) +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) { - return stbtt_CompareUTF8toUTF16_bigendian_internal((char*)s1, len1, (char*)s2, len2); + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); } #if defined(__GNUC__) || defined(__clang__) @@ -5173,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char* s1, int len1, const // FULL VERSION HISTORY // +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix diff --git a/Volt/Volt/vendor/imgui/premake5.lua b/Volt/Volt/vendor/imgui/premake5.lua index e97cca930..6c09eab1f 100644 --- a/Volt/Volt/vendor/imgui/premake5.lua +++ b/Volt/Volt/vendor/imgui/premake5.lua @@ -22,7 +22,10 @@ project "ImGui" "imgui_tables.cpp", "imgui_stdlib.cpp", "imgui_stdlib.h", - "imgui_bezier.h" + "imgui_bezier.h", + "imgui_stacklayout.h", + "imgui_stacklayout.cpp", + "imgui_stacklayout_internal.h", } warnings "off" @@ -46,4 +49,4 @@ project "ImGui" filter "configurations:Dist" runtime "Release" - optimize "on" \ No newline at end of file + optimize "on"